135,315 Commits over 4,293 Days - 1.31cph!

2 Months Ago
Deepsea biome support for FoliageGrid/FoliagePlacement compute
2 Months 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
2 Months Ago
merge from boat_building
2 Months Ago
Merge from parent
2 Months Ago
Add Assets\Plugins\crosstales back (minus voice plugin folder)
2 Months Ago
Add text to both sides of balloons
2 Months Ago
Merge from parent
2 Months Ago
Swimming players can't cross the portal Players no clipping are allowed for debug purposes
2 Months Ago
Moved allow child stability support loading check from child to parent. PlayerBoat set to allow, defaults to false for everything else (previous standard behaviour)
2 Months Ago
From the main island, blacklisted vehicles are now stopped right before the portal back wall, instead of right before entering the portal
2 Months Ago
Update for line spacing, text sizes, text colour, and small tweaks for balloons
2 Months Ago
wip/testing switching server to use same caching method as client (on child added/removed, instead of at init)
2 Months Ago
Extra protection to on cl_attack and on cl_reload
2 Months Ago
Paintball Gun - texture update
2 Months Ago
Reposed barrel and crate wearables
2 Months Ago
naval_update -> pt_boat_turrets
2 Months Ago
scientist_boat_ai -> naval_update
2 Months Ago
Fixed scientists dying on boat spawn - Combination of forcing the boats to spawn slightly slower down in the water, as well as sleeping ai on spawn
2 Months Ago
merge from naval_update
2 Months Ago
scientist_boat_ai -> naval_update
2 Months Ago
Ensure front turret is playing the front turret animation
2 Months Ago
- Set boats to kinematic for spawning sequence - Rename rhib_spacingRadius to rhib_radius - Codegen
2 Months Ago
merge from naval_update/deep_sea