126,857 Commits over 4,171 Days - 1.27cph!
lighting pass on floating walkways docks
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All Catapult ammo fires further (SO GOOD)
catapult now reloads 3 seconds faster (WOW!)
catapult crafting reduced by 1 gear and 1 rope
battering ram sheet metal cost reduced by 2 (DAMN YOU GOT TO USE IT NOW)
Balista reduced by 1 gear
Propane explosive bomb deployed and thrown damage increase, slightly (USE ME)
Bee bomb reduced by 1 bee grenade
ballista.bolt.incendiary low grade fuel reduced by 10
Pitchfork bolt reduced by 100 wood
merge from charity_plushies
hook into construction guides, configurable backface blend, neutral material
Play recoil anim on the mounted player model, push up missing protobuf files
Clear one shot layer once the clip is done playing, add a full body mask.
Sync mounted player references to clients
- New turret setup
- Can now mount turret
- Server inputs passed as normal through the seat to the mounted weapon
- Can setup the mounted weapon with any in game BaseProjectile weapon (m249 for now)
- Backend like the attack helicopter gunner, echo out server movements to the client
- String pool gen
- Manifest
Turn player model into a playable graph, implement one shot animations layer with additive blending and avatar masks.
Add a third submission mode to indirect instancing which works through `Graphics.DrawMeshInstancedIndirect` and avoids copying to a command buffer.
Enable `indirect_instancing.command_buffer` to switch back to the old way.
spacing out light sources more evenly on floating walkways prefabs
merge from modding_custom_vitals -> main
Ensure all custom vitals are cleaned up when community UI is destroyed (aka left the server)
Switch debugoverlay functions to better optional argument checking
* Potential breakage point: If given invalid type for optional argument, no longer do nothing but throw an error, but should be a tiny bit faster now
Added Player:SetFlashlightColor (clientside only, but works on others)
Minor cleanup: Remove GetPlayerEntIndex from headers
Fixed Player:Flashlight playing sounds when nothing changes
Use `gmod_flashlight` attachment for flashlight if it exists
This works for player models, world models and view models
Spawnicon resize menu: work around the weird offset with icons
Added ability to select what weapon Creator Tool spawns NPCs with
Display "crafting quality" stat for consumables in description
Implemented a way for the client to countdown a time so server isn't sending network updates to update vitals every 1s
- use {timeleft:***} in RightText to use TimeSpan.ToString() formatting
- test_custom_vitals commands accepts more parameters: {amount} {seconds} {formatting}
Adding boatBuilding station rig
Update: reimplementation of UI dynamic bundle
Only bundles 2 prefabs - Store and Inventory. This removed the need for editor-users to worry about what should be in which bundle. Doesn't work yet - inventory is borked, scrolling in store as well, and not unloading as much as I expected. Going to try to tweak it to see if it's usable.
Tests: built standalone and took snapshots
merge from detailed_inventory_error_messages -> main
Fix the merge + existing implementation, add changes not included in cherrypick
- move vitals logic inside CommunityEntity instead of creating a new entity specifically for vitals
Implement code review feedback
Cherrypick hackweek custom_vitals branch
merge from fix_max_hp_tea -> main
Fix client showing 100 HP when using max hp tea
merge from analytics_puzzle_reset -> main
some weak artificial separation forces between boats for a short period, needs more work and some mass involved as it's too simple
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merge ghostship_npcs to naval_update
MountedWeaponSeat is now a generic style of seat that can be used with any attached turret
Create ServersideMountedWeapon, borrowing a lot of code from the attack helicopter turret
Setup interfaces to facilitate the generic seat
Add Check.IsValidWeapon to check if an Item is a valid weapon
Setup enemy spawners for all ghost ship variants