126,843 Commits over 4,171 Days - 1.27cph!

15 Minutes Ago
Play recoil anim on the mounted player model, push up missing protobuf files
16 Minutes Ago
Clear one shot layer once the clip is done playing, add a full body mask.
20 Minutes Ago
Sync mounted player references to clients
1 Hour Ago
Mannequin visibility
1 Hour Ago
Swap mannequin models
1 Hour Ago
- 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
1 Hour Ago
Turn player model into a playable graph, implement one shot animations layer with additive blending and avatar masks.
3 Hours Ago
Backup 2
5 Hours Ago
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.
6 Hours Ago
spacing out light sources more evenly on floating walkways prefabs
Today
bird crap pass
Today
merge from modding_custom_vitals -> main
Today
Ensure all custom vitals are cleaned up when community UI is destroyed (aka left the server)
Today
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
Today
Display "crafting quality" stat for consumables in description
Today
supply barge signs added
Today
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}
Today
Adding boatBuilding station rig
Today
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
Today
merge from detailed_inventory_error_messages -> main
Today
Codegen
Today
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
Today
Implement code review feedback
Today
Cherrypick hackweek custom_vitals branch
Today
merge from fix_max_hp_tea -> main
Today
Fix client showing 100 HP when using max hp tea
Today
merge from analytics_puzzle_reset -> main
Today
some weak artificial separation forces between boats for a short period, needs more work and some mass involved as it's too simple
Today
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Today
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
Today
Setup enemy spawners for all ghost ship variants
Today
Merge from main
Today
Use list of spawn groups as the "name" of the puzzle being reset - cache list of SpawnGroup instead of repeating the Vis.Components() each reset (since the monument + spawn groups will always be loaded before entities or the first reset could occur - don't log puzzles with zero spawn groups, since any important puzzle will respawn some type of loot
Today
Merging /main to /main/fpbuild
Today
Added new livestock mesh and textures. created new material for newest livestock.
Today
some detection and pushing to stop crewed playerboats from beaching themselves too badly
Today
Ignore some of the dummy puzzle resets by ignoring ones that don't check for players & ones that have infinity timeBetweenResets
Mounted weapon seat and mounted weapon owner system
String liights / added fill lights and tweaked string_light_300_a
Today
more minor worskhop fixes - fixed nighttime causing rain?? - fixed color sliders inconsitent behaviour - fixed hige player button resetting player seed
Today
Setup navigation for all ghostship variants
Today
Moved static driftwood out of autospawn folder to fix log spam
Today
Setup new cannon models
Today
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Today
merge from analytics_puzzle_reset -> main
Today
Update: testing code to try to trigger NREs. so far unsuccessful Need to switch away from the task for a bit, will get back to it later today Tests: 2p session, used spectate_loop to see what happens on 2nd player end - no NREs