135,186 Commits over 4,293 Days - 1.31cph!

60 Days Ago
naval_update -> pt_boat_turrets
60 Days Ago
cherry picking from turret_animation_alignment_fix
60 Days Ago
turret_animation_alignment_fix -> naval_update
60 Days Ago
Fix rear turret animations from being played offset (set was putting itself at the wrong position)
60 Days Ago
fixed some broken steam id issues on xmas wallpaper
60 Days Ago
Take an initial 40% of buoyancy scale off as soon as a boat dies, so it starts sinking more quickly.
60 Days Ago
assigned xmas2025 wallpapers new steam ids as the old ones are now in use
60 Days Ago
merge from deep_sea
60 Days Ago
Removed the fat sphere collider enclosing the casino in floating city 4 S2P
60 Days Ago
Increased culling distance of floating walkways. Fixed z-fighting in supplies store. Rotated mannequin sign in supplies store. S2P and HLOD regeneration in FC 1-4 for floating walkway cull changes.
60 Days Ago
Added floating city 4 to the deep sea
60 Days Ago
merge from naval_update
60 Days Ago
Reindeer antlers headband reposed
60 Days Ago
Set deep sea wipe cooldown default to 1 hour (was 2)
60 Days Ago
Reposed Outbreak Scientist
60 Days Ago
Merge from parent
60 Days Ago
merge from main, will need to re run skins
60 Days Ago
Changing lr300 space skin settings to fix splitting of mesh in fbx
60 Days Ago
christmas wallpaper textures and material
60 Days Ago
colliders for core blocks custom normals finish on blocks that need it conditional corners setup + models
60 Days Ago
Fix chandelier chain not scaling (stretching) correctly with Indirect Instancing
60 Days Ago
Deepsea biome support for FoliageGrid/FoliagePlacement compute
60 Days Ago
Possibly fixed cannon getting rotated when mounting while it's parented to something
2 Months Ago
- Minor polish pass on some front turret behaviour - Restored AI on rear turret, front turret still needs a little work so I can't merge yet
2 Months Ago
Prevent unit cube bounds by always requiring at least one valid mesh for all LODComponents
2 Months Ago
Removed old ballista colliders on cannon
2 Months Ago
- Fully client predict the front turret (new system allows me to get away with this) - Front turret lerps to the reconcile point rather than setting it (feels like crap otherwise) - Restored seat updates
2 Months Ago
Fix mesh creation with border meshes Calculate instance offsets when LOD factor is updated Combine per LOD compute into singular dispatch
2 Months Ago
Rewrote the reload system
2 Months Ago
Fix a MountedWeapon NRE Add a crosshair to the cannon and a better description
2 Months Ago
Strip back all of the turret code: - Simpler prediction/reconcilliation - Got everything back to working again (except reloads) - Support for both turret types as usual
2 Months Ago
birthday balloon sounds
2 Months Ago
Reposition door manipulator on casino elevator to be closer to door, required to reacquire door reference Reorder elevator entities in casino barge prefab to fix loading issues, entities are now in IO flow order
2 Months Ago
merge from fix_cui_update_texture -> main
2 Months Ago
Fix CommunityUI to replace the existing texture when a duplicate CRC is sent instead of destroying the texture, causing existing UI with that texture to break
2 Months Ago
Re-enable "Force Deep Sea" in the GameSetup of each tropical island scene
2 Months Ago
Enable the ConVar `force_scene_deep_sea` when the "Spawn Grass Placements" button is clicked in editor - doesn't fix the grass not spawning when SpawnFilter is set to DeepSea biome, but does ensure that "IsInDeepSea()" returns true while the grass is spawned
2 Months Ago
- Lerp state rather than trying to force it (feels way better to aim with) - Only calculate time different once (states times dont line up) - Store states in local time instead - Of course we have to add the time difference offset (in order to find the right state), not take away
2 Months Ago
Remove a fog of war log
2 Months Ago
- More conversions in places there shouldn't be any - use aliased angles in aiming snapshot, not old values
2 Months Ago
More restrictive steering wheel placement on the sides Fixed all LODs appearing in the steering wheel guide mesh
2 Months Ago
Don't reconcile with present states
2 Months Ago
- Dont mix local pivot angles and global pitch/yaw angles - Full rewrite of angle processing code - Cleanup Client + Server prediction code: create one unified method
2 Months Ago
Improve TWOPASS model detection & fix alphatest SSAO pass * Alpha-tested materials are now considered opaque Alpha test HL2 door props with windows in it (Sub)Material overrides affect depth passes * So making a glass prop (or glass part of a prop) opaque actually affects the flashlight shadow Combine Mine relationship adjustments * Doesn't attack Combine Gunship, Manhacks, Stalkers * Always attacks barnacles * Respects IgnorePlayer and DisableAI settings Delete clientside part of prop_vehicle_cannon * Serverside part was already removed from GMod * Also removes it from the FGD Apply same restrictions on APC as the Jeep has (properties & PhysGun) Fixed client D.O.G. ragdolls leaving behind ropes on removal
2 Months Ago
merge from deep_sea -> deep_sea/island_scenes
2 Months Ago
add another variable to balloon text for correcting pivot displacement from vertical rotation
2 Months Ago
Lumberjack hazmat repose/lods
2 Months Ago
Send right first server snapshot time
2 Months Ago
Only show crosshair when not using sights (front turret)
2 Months Ago
Only bother reconcilling when firing or reloading (like the ballista), active prediction is proving bothersome with the waves Increase lerp states from 6 to 12