129,227 Commits over 4,201 Days - 1.28cph!

6 Minutes Ago
merge from deep_sea
7 Minutes Ago
merge from deep_sea/hackable_crate
7 Minutes Ago
8 Minutes Ago
missing file
9 Minutes Ago
moving some cargoship/tugboat special behaviour cases in deployabled and HitInfo to be driven by an interface tag rather than direct type check - deployables parent directly to the vehicle instead of sub-entities - special handling in some HitInfo data generation
13 Minutes Ago
merge from deep_sea
24 Minutes Ago
Adjusted LODs of mannequins to reduce early culling, and also adjusted clothing LODs to transition at same time as base mannequin
32 Minutes Ago
Merge: from basepalyer_netgroup_interit_fix - Fixes cargoships(and other global entities) putting players into global network group which stops replication with "outside" world Tests: 2p session on Craggy, spawned a cargo ship and threw items, killed other player, tried spectating
33 Minutes Ago
Bugfix: stop player from inheriting parent's network group Unintentional change as part of baseplayer_vis_nre merge. This caused player to inherit global network group on cargoship, which stops replicating anything outside of it. Tests: 2p session on Craggy, spawned a cargo ship and threw items, killed other player, tried spectating
38 Minutes Ago
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51 Minutes Ago
Fixing skinning for 50 cal rig
1 Hour Ago
Refactoring boat checks
1 Hour Ago
Merge from parent
3 Hours Ago
merge from naval_update/island_scenes
3 Hours Ago
3 Hours Ago
Tropical1 island node pass
3 Hours Ago
merge from naval_update
3 Hours Ago
Adding gibs mesh for the steering wheel and small engine
4 Hours Ago
Further restrict the amount of tutorial islands so they don't go too close to the deep sea bounds Down to 4 on a 2.5k map, 6 on a 4k map
Today
Boilerplate for sawpping the foliage system out to a deep sea specific version Not currently working
Today
Re initialise TerrainPhysics and update ColliderEx.GetMaterialAt to work with fake terrains
Today
Merge from floating_cities
Today
S2P FC 1,2,3
Today
Added a new type of door that can be opened by dialogue but can also be opened by players when on the other side of door Solves players getting trapped for eternity in the floating city farm
Today
Merge from parent (directory conflict for small_boat_crane, discarded the delete as it seems like this mesh is used on floating_city_3)
Today
Merge from map_work
Today
Fix a WaterVisibilty NRE when player dies Better behaviour for focusing the map on the player when switching between deep sea/mainland Fade in deep sea button, hide if deep sea is disabled
Today
Compile fix
Today
Add icon to switch between deep sea and regular maps on the death screen
Today
PlayerBoat HasValidDismountPosition and GetDismountPosition now check for steering wheel positions, because player boats are dynamic and can have no pre-determined dismount points.
pt_boat_2 -> naval_update
naval_update -> pt_boat_2
PTBoat Scientists can use the rear turret properly
Today
Merge from main
Today
Merge from parent
Missed file
Fix crash
Invert forward support Compile fixes Setup rear turret as inverted forward
Disabled shadow casting on casino ropes
Improvised walkway set optimization. Reduced materials across several objects that used multiple material. On average each of those has been reduced by 1 material per object.
Move the player behind the turret as the turret moves (rear one) Create an appropriate mapped postion behind the rear turret to move the player to Always match player position and rotation to be relative to the turret Remove is visible check (wasnt needed) Fix unclamped client predicted pitch/yaw Player leg animator support for Vehicle Detailed Remove un-needed align local player turret rotation convar
Today
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Today
wip parenting changes
Today
Add function location to `lua_find(hooks)` commands Update gmod_physiterations desc to specifically mention constraints Fixed ATI1N and ATI2N names being swapped Utilities tabs dynamically load convar defaults for default preset Clean ups * Removing GMOD_Player::ViewPunch, Weapon_Drop and OnTakeDamage overrides (did nothing), m_iCallSpawnTimer and m_iStartTick which were unused at all * Removing CHL2_Player ::GetAutoaimVector, ShouldKeepLockedAutoaimTarget, BumpWeapon, Weapon_CanUse (all were doing nothing, or were Xbox only) * Remvoed autoaim_unlock_target which is now unused Allow fractional tickrates (i.e. 66.666), and clamp the result * Clamped between 1ms and 100ms Ragdoll inherit submaterials from their parent entities * This can't work for gibs because gibs are different models and have gib models usually have different material IDs Zombie gibs/headcrabs inherit materials/render mode Fixed saving dupes not updating "My Dupes" immediately Do not draw Tool Gun help and HUD in vehicles Improve usage of tools from inside of vehicles * Ignores the vehicle entity for traces Improve spawnmenu spawning trace while in vehicle * ignores vehicle the player is in * Also make dead players who are not admins be unable to spawn stuff
Today
Set trees on client to global network = false, doesn't change behavior but reduces confusion when debugging
Today
Fix broken reference to `ServerOnly` GameObject in RealmedRemove on Tropical1 (was correct on other islands) S2P
Today
Add floating city 3 & 4 to monument menu and tropical island 1 - 4
Today
merge from fix_deep_sea_wipe -> naval_update
Today
Switch from List -> HashSet when collecting entities for deletion to avoid having a second ListHashSet<> to check for duplicates try catch deleting the entities so the delete coroutine is less likely to break
Today
Fix fully global networked entities not getting killed when the deep sea wipes