userBill Bcancel

6,445 Commits over 1,522 Days - 0.18cph!

11 Days Ago
Update þe olde manifest
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11 Days Ago
Test map terrain update
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11 Days Ago
Merge from Main -> WorkCart
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11 Days Ago
Set roadsign meshes to read/write enabled since they're also used as gibs
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11 Days Ago
Cherry-pick armoured module LOD fix to Main
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12 Days Ago
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12 Days Ago
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12 Days Ago
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12 Days Ago
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12 Days Ago
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12 Days Ago
▊▋█▍▋ ▌█▅▅ -> █▉▅▋▇▌█▇
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13 Days Ago
Rebuild manifest, should fix missing roadsigns
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13 Days Ago
Fix compilation on IndividualSpawner custom editor
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13 Days Ago
Merge destroyable roadsigns -> Main
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13 Days 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
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13 Days 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
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13 Days Ago
Fixed some road models not being on the world layer with the rest of the road content
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14 Days 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
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14 Days Ago
All prefabs/scenes updated with spawnable roadsigns
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14 Days Ago
Conflicted scenes and prefabs redone with spawnable roadsigns
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14 Days Ago
Make sure conflicted prefabs are exact copies of those on Main
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14 Days Ago
Merge destroyable roadsign fixes
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14 Days Ago
Cherry-pick original roadsigns merge
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45 Days Ago
Part 3 of re-merging DestroyableRoadsigns after subtraction. Merge from MergeDestroyableRoadsigns -> Experimental
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45 Days Ago
Part 2 of re-merging DestroyableRoadsigns after subtraction. Merge in the updated changes from DestroyableRoadsigns branch.
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45 Days Ago
Part 1 of re-merging DestroyableRoadsigns after subtraction. Cherry-pick the original DestroyableRoadsigns merge, ignoring merge tracking.
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45 Days Ago
Rebuilt other monuments
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45 Days Ago
Fix Compound monument
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45 Days Ago
Shrink the wounded/sleeping collider a little more
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45 Days Ago
Only refresh the player's collider size every 250ms (performance, no serious need to do it more often)
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45 Days Ago
Collider size is now refreshed on bots as well as real players
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45 Days Ago
Fixed dodgy collider in doorway between recycler and main building at airfield
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46 Days Ago
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46 Days Ago
Prevent "Look rotation viewing vector is zero" complaints from hot air balloon, minicopter, scrap transport helicopter
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46 Days Ago
Fixed invisible barrier across airfield rear door
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46 Days Ago
Merge from PlayerColliderMod -> Main
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46 Days Ago
Merge BoatClip -> Main
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46 Days Ago
Merge DestroyableRoadsigns -> Main
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46 Days Ago
Merge MoreGeneralBugFixes -> Main
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46 Days Ago
Merge OilRigBoats -> Main
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46 Days Ago
Code gen for texture streaming command
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46 Days Ago
Re-enabled texture streaming option, memory leak bug was fixed in 2019.3.10
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47 Days Ago
Init timesince to zero so there's a delay in starting decay on newly spawned boats
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47 Days Ago
Oops, invert <>
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47 Days Ago
Don't decay boats for 45 minutes after use (up from 10 minutes)
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47 Days Ago
Decrease deep water max to 12m
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47 Days Ago
Fixed boats decaying at the wrong rate if the decay tick rate was changed from 60s
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47 Days Ago
Decay all boat types when in deep water. New deepwaterdecayminutes parameter sets the max decay rate
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47 Days Ago
Added shared BaseBoatDecay method, ready to add deep water decay
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