129,881 Commits over 4,201 Days - 1.29cph!

7 Days Ago
Merge from render_pipeline_testing
7 Days Ago
Fixed shadow bias issues within the Rust Render Pipeline
7 Days Ago
Merge: from main - brings bugfix for player not seeing items on cargo ship(and other global networked entities) - new analytics mode (switched off) Tests: editor compiles, spawned cargoship on craggy and threw a rock on it - it replicated
7 Days Ago
Refactor not playerboat checks
7 Days Ago
merge from deep_sea
7 Days Ago
merge from deep_sea/hackable_crate
7 Days Ago
7 Days Ago
missing file
7 Days 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
7 Days Ago
merge from deep_sea
7 Days Ago
Adjusted LODs of mannequins to reduce early culling, and also adjusted clothing LODs to transition at same time as base mannequin
7 Days 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
7 Days 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
7 Days Ago
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7 Days Ago
Fixing skinning for 50 cal rig
7 Days Ago
Refactoring boat checks
7 Days Ago
Merge from parent
7 Days Ago
merge from naval_update/island_scenes
7 Days Ago
7 Days Ago
Tropical1 island node pass
7 Days Ago
merge from naval_update
7 Days Ago
Adding gibs mesh for the steering wheel and small engine
7 Days 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
7 Days Ago
Boilerplate for sawpping the foliage system out to a deep sea specific version Not currently working
7 Days Ago
Re initialise TerrainPhysics and update ColliderEx.GetMaterialAt to work with fake terrains
7 Days Ago
Merge from floating_cities
7 Days Ago
S2P FC 1,2,3
7 Days Ago
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
7 Days Ago
Merge from parent (directory conflict for small_boat_crane, discarded the delete as it seems like this mesh is used on floating_city_3)
7 Days Ago
Merge from map_work
7 Days Ago
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
7 Days Ago
Compile fix
7 Days Ago
Add icon to switch between deep sea and regular maps on the death screen
7 Days Ago
PlayerBoat HasValidDismountPosition and GetDismountPosition now check for steering wheel positions, because player boats are dynamic and can have no pre-determined dismount points.
7 Days Ago
pt_boat_2 -> naval_update
7 Days Ago
naval_update -> pt_boat_2
7 Days Ago
PTBoat Scientists can use the rear turret properly
7 Days Ago
Merge from main
7 Days Ago
Merge from parent
7 Days Ago
Missed file
7 Days Ago
Fix crash
7 Days Ago
Invert forward support Compile fixes Setup rear turret as inverted forward
7 Days Ago
Disabled shadow casting on casino ropes
7 Days Ago
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.
7 Days Ago
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
7 Days Ago
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7 Days Ago
wip parenting changes
7 Days Ago
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
7 Days Ago
Set trees on client to global network = false, doesn't change behavior but reduces confusion when debugging
7 Days Ago
Fix broken reference to `ServerOnly` GameObject in RealmedRemove on Tropical1 (was correct on other islands) S2P