135,825 Commits over 4,444 Days - 1.27cph!

10 Months Ago
Rename IsInDeepSea(Vector3) -> IsInsideDeepSea(Vector3) to match the entity overload naming
10 Months Ago
Fix attack heli flares and blackjack screens incorrectly using instantiate instead of GameManager CreatePrefab
10 Months Ago
S2P Trainyard, Harbor 1&2, Military Tunnel, Launch Site, Excavator, Power Plant
10 Months Ago
Fix not being able to place barricades on train tracks when near/in a monument
10 Months Ago
Force mannequin to always use male body type
10 Months Ago
Move portal teleport code into DeepSeaManager.Portals.cs
10 Months Ago
Fix OnEntityEnter being called on clientside entities from the serverside TriggerDeepSeaPortal
10 Months Ago
Get portals enter & exit at the "same position" instead of always spawning player in the center - switch to creating portals with different rotations instead of different sizes so we can easily adjust the enter & exit position for portals via localPosition - ensure entiites enter & exit portals at the same relative position (enter north side, exit north side) - adjust the position of the portal when entering and exiting
10 Months Ago
adjusted mannequin collider so it cant put it's arms through walls
10 Months Ago
fix uppercase mannequin prefab paths
10 Months Ago
Disable more burst attributes for place entities offshore
10 Months Ago
Update: UsePlayerUpdateJobs 1/2 - for blocking-water parented players, store empty WaterInfo instead of garbage - Expanded TestWaterFactorsConsistency unit test to detect this case Not marking as bugfix as I couldn't cause any bugs by hacking code. Makes BasePlayer.GetWaterFactors consistent with BasePlayer.WaterFactor Tests: ran unit tests
10 Months Ago
merge from decor_lighting_dlc
10 Months Ago
fix compile error
10 Months Ago
merge from decor_lighting_dlc
10 Months Ago
Mannequin can be deployed on tugboat
10 Months Ago
Fix mannequin inventory swapping and dropping issues
10 Months Ago
Fluo ceiling light deploy volume tweaks
10 Months Ago
Force disable HLOD while Indirect Instancing is enabled
10 Months Ago
Floating city / casino progress and medical bay dressing progress
10 Months Ago
Static beach parasol prefabs
10 Months Ago
Improvised walkways / merged all floor meshes and setup temporary colliders
10 Months Ago
Disable burst compilation on GenerateSpawnPoints for now, its not used anyway.
10 Months Ago
Lighting DLC - Carpet floorpaper - Material, textures, WIP setup
10 Months Ago
merge from fix_burst_compiler_errors to naval_update
10 Months Ago
Move GenerateSpawnPoints job to its own file.
10 Months Ago
gunshot_network_range_improvements -> main
10 Months Ago
Progress backup More splat files & palette stuff.
10 Months Ago
Can only deploy chandelier on flat surfaces Can't deploy chandelier on the deployed layer
10 Months Ago
Restored bolt and l9 to be 700 meters
10 Months Ago
All weapons can now be heard up to 400 meters away (50~ meters higher than regular network range)
10 Months Ago
merge from vclouds_default_enable
10 Months Ago
menu convar
10 Months Ago
Improve performance of BaseNetworkable::GetConnectionsWithin() by using a spatial grid to reduce the amount of players we need to check - rather than iterating over every player connection
10 Months Ago
Added construction to the table lamp deploy vol layer mask
10 Months Ago
Fixed mannequin loot panel title being "Locker"
10 Months Ago
Dump players going back to main island offset from the main island portal instead of on spawn beach - keep failback to put onto spawn beach incase something happens to the portals
10 Months Ago
merge from decor_lighting_dlc
10 Months Ago
Can't drag and drop items on a backpack equipped to a mannequin
10 Months Ago
merge from vclouds_default_enable
10 Months Ago
merge from deep_sea -> naval_update
10 Months Ago
main -> gunshot_network_range_Improvements
10 Months Ago
rename graphics.vclouds to graphics.volumetric_clouds
10 Months Ago
syncvar_load_fix_2 -> main
10 Months Ago
- Fix bools not being passed from c# to c++ correctly - Add [Out] and [In] annotations where relevant - Expose maxNodes to c#
10 Months Ago
Updating a sync var will invalidate the network cache - makes sense since new joins should be getting the new data, not the old one Boolean to decide if changing that specific syncvar should invalidate the network cache or not Serverside callback when the server syncvar changes
10 Months Ago
ceiling light fixes - reconfigured fluorescent ceiling light joints to rest properly at all orientations - don't force moving body back to init state when resting, it looks bad on anything but flat surfaces - fixed pooled ceiling lights not resetting state correctly
10 Months Ago
merge from deep_sea/portals -> deep_sea
10 Months Ago
Removed the chair model from beanbag prefabs Increase max mount distance
10 Months Ago
Moved "mountedAnimationSpeed" field up from BaseVehicleSeat to BaseMountable, so we can use it on chairs Set the bean bags anim speed to 1