userBill Bcancel

13,133 Commits over 2,800 Days - 0.20cph!

4 Years Ago
Fix compilation on IndividualSpawner custom editor
4 Years Ago
Merge destroyable roadsigns -> Main
4 Years Ago
A fair amount of roadsigns are used for decoration on monuments, stuck into other models or even used as signs on walls with the pole hidden. Reintroduced static roadsigns and set all signs in the game as destroyable or not on a case-by-cases basis
4 Years Ago
New system for roadsign spawners to check for available space, other models moved to world layer, checked through all signs for any spawn issues, final cleanup
4 Years Ago
Fixed some road models not being on the world layer with the rest of the road content
4 Years Ago
Some roadsigns don't have space to spawn as they're up against a wall, stuck in something etc. Added per-spawner settings on whether to check for space when respawning
4 Years Ago
All prefabs/scenes updated with spawnable roadsigns
4 Years Ago
Conflicted scenes and prefabs redone with spawnable roadsigns
4 Years Ago
Make sure conflicted prefabs are exact copies of those on Main
4 Years Ago
Merge destroyable roadsign fixes
4 Years Ago
Cherry-pick original roadsigns merge
4 Years Ago
Part 3 of re-merging DestroyableRoadsigns after subtraction. Merge from MergeDestroyableRoadsigns -> Experimental
4 Years Ago
Part 2 of re-merging DestroyableRoadsigns after subtraction. Merge in the updated changes from DestroyableRoadsigns branch.
4 Years Ago
Part 1 of re-merging DestroyableRoadsigns after subtraction. Cherry-pick the original DestroyableRoadsigns merge, ignoring merge tracking.
4 Years Ago
Rebuilt other monuments
4 Years Ago
Fix Compound monument
4 Years Ago
Shrink the wounded/sleeping collider a little more
4 Years Ago
Only refresh the player's collider size every 250ms (performance, no serious need to do it more often)
4 Years Ago
Collider size is now refreshed on bots as well as real players
4 Years Ago
Fixed dodgy collider in doorway between recycler and main building at airfield
4 Years Ago
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4 Years Ago
Prevent "Look rotation viewing vector is zero" complaints from hot air balloon, minicopter, scrap transport helicopter
4 Years Ago
Fixed invisible barrier across airfield rear door
4 Years Ago
Merge from PlayerColliderMod -> Main
4 Years Ago
Merge BoatClip -> Main
4 Years Ago
Merge DestroyableRoadsigns -> Main
4 Years Ago
Merge MoreGeneralBugFixes -> Main
4 Years Ago
Merge OilRigBoats -> Main
4 Years Ago
Code gen for texture streaming command
4 Years Ago
Re-enabled texture streaming option, memory leak bug was fixed in 2019.3.10
4 Years Ago
Init timesince to zero so there's a delay in starting decay on newly spawned boats
4 Years Ago
Oops, invert <>
4 Years Ago
Don't decay boats for 45 minutes after use (up from 10 minutes)
4 Years Ago
Decrease deep water max to 12m
4 Years Ago
Fixed boats decaying at the wrong rate if the decay tick rate was changed from 60s
4 Years Ago
Decay all boat types when in deep water. New deepwaterdecayminutes parameter sets the max decay rate
4 Years Ago
Added shared BaseBoatDecay method, ready to add deep water decay
4 Years Ago
Removed unused MotorBoat class
4 Years Ago
Remove debug timing
4 Years Ago
Add a final RefreshColliderSize at the end of OnDisconnected
4 Years Ago
Switch CapsuleColliderInfo to a struct
4 Years Ago
Code Review: Take the slower but less bug-prone option and check collider info values instead of the object
4 Years Ago
Remove now-unused default bounds
4 Years Ago
TryGetEntityBounds for the gizmo to use
4 Years Ago
Code Review: Use CheckBounds instead of HasSpaceToSpawn
4 Years Ago
Disable Preload Audio Data on all instrument sounds, so they don't load into memory unless they're played.
4 Years Ago
Merge from Main -> GeneralBugFixes
4 Years Ago
Standardise all instrument notes to uncompressed PCM, exclude from audio import processing
4 Years Ago
Don't show "1ft" on wire or hose items, since they're currently unlimited