134,686 Commits over 4,293 Days - 1.31cph!

2 Months Ago
Add IgnoreAboveGroundPlayers option to TriggerRadiation, uses the IsUnderground check on BaseEntity which won't work in some cases (like noclipping under the terrain). It's what we use for the equivalent check on the puzzle reset If a PuzzleReset is set to ignoreAboveGroundPlayers it will now pass that along to it's radiation zone Airfield will now ignore above ground players Puzzles will now start counting time spent empty with rads active once any radiation is active, not just once radiation is fully activated Don't send the puzzle reset warnings to players that are above ground on a monument set to ignore above ground players
2 Months Ago
monumentPuzzleResetWarnings is now on by default and saved
2 Months Ago
Made poolable.
2 Months Ago
Gib prefabs. Tintable. Related files & filename org.
2 Months Ago
Added HMLMG to the skin viewer
2 Months Ago
Fixed back button not closing store pages
2 Months Ago
Change VPROF name for GetPathTime Make metrocops draw other types of pistols as well Fixed Combine Soldiers not walking/running with pistols/RPG Improve Metrocop behavior with the RPG * No longer tries to chase the player, go back to safe distance loop, etc. Combine Soldiers can walk/run with no weapon or melee weapons Breen acts like a combine when using weapons, instead of doing nothing Improve Hammer particle browser * No more random numbers in Used count, no more 13FPS, better layout, no more black background Revert "Do not rebuild node graph for workshop maps"
2 Months Ago
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2 Months Ago
merge from multidrop_nre_fix
2 Months Ago
SocketMod_Anchor now checks VehicleLarge during deployment
2 Months Ago
More anchor and sail fixes
2 Months Ago
Anchor and sail fixes
2 Months Ago
Wrap the whole menu init sequence in a try/catch
2 Months Ago
Stop a null drop NRE bricking the whole Bootstrap sequence
2 Months Ago
Convert remaining blocks to vehicle large
2 Months Ago
2 Months Ago
More IO prefabs allowed on Vehicle Large layer
2 Months Ago
volume changes on floating city sounds
2 Months Ago
Update: Adopt Scientist2FSM to be aware of ghostship navmesh Need to double check aiming logic (sometiems they aim at the sky), and investigate how initial on-navmesh spawning is done. Also need to convert variant FSMs Tests: spawned ship navmesh offset and with a rotation. Ran around into different areas of the ship and rooms - they pursued
2 Months Ago
Remade solar panel collider using primitives
2 Months Ago
Set most IO prefabs as deployable on vehicle large layer
2 Months Ago
matrix textures & updated box prefab with example matrix model
2 Months Ago
Tweaked the medium battery mesh collider so it can be convex
2 Months Ago
Very initial work for testing using VehicleLarge as the only/default layer for boats and their construction, to reduce the need to switch.
2 Months Ago
Started working on supporting IO on boats, wires and IO handles are now parented to their IO entity Wire reconnection messages are sending local pos
2 Months Ago
ambience sounds added to every barge and walkway on the floating cities
2 Months Ago
merge from main
2 Months Ago
First initial test for explosives component box
2 Months Ago
- Apply root motion (not needed but helps rule things out) - Setup correct reload time on the front turrets
2 Months Ago
Reorient the front point pivot
2 Months Ago
Steering wheel prefab cleanup
2 Months Ago
reduced triangles->vertices/indices processing by roughly half by making Triangles/EdgeKeys readonly struct and only calculating the hash once on creation, done in parallel when they're created and reduces the overhead in the single-thread processing stage
2 Months Ago
Fixed position offset on the front turret
2 Months Ago
- Fixed scuffed clamping on the front turret seat - Use tickrate for lerping (cant use deltatime since im predicting)
2 Months Ago
improved triangles->indices generation performance a bit, mainly trying to make it somewhat readable
2 Months Ago
edited eoka pose and python deploy anims and reduced eoka idle clip range so the anim loops correctly
2 Months Ago
merge from boat_building
2 Months Ago
Fixed realm removes after object rework
2 Months Ago
Split netting visuals and collision into separate objects. Lowered both. Decreased placement height of hull blocks.
2 Months Ago
sped up marching cube triangle generation by 10x by using local list batches with IJobParallelForBatch to reduce NativeList<>.ParallelWriter locking adds (~0.35ms -> ~0.05ms)
2 Months Ago
First iteration of balloon text and colour changing menu - Only added to circle balloon for testing and iteration
2 Months Ago
test mesh add
2 Months Ago
merge from server_occlusion_height_fix
2 Months Ago
Indirectly iterate modifiers with separate list of modifier types that servers as history
2 Months Ago
Animation pass on the rear 50cal
2 Months Ago
Update: serverocclusiondebug - clarify what invalid grid means Now explicitly saying that server occlusion treats path with one or more invalid grid positions as unblocked Tests: none, trivial change
2 Months Ago
Bugfix: server occlusion - skip occlusion for players outside of the occlusion grid Tests: checked occlusion between y:90 and y:110 - previously would stutter(OcclusionV1) or would occlude(OcclusionV2). Tested hiding behind a hill - still works
2 Months Ago
part 2
2 Months Ago
texture and material updates
2 Months Ago
added fuse burn mesh to cannon to allow darkening of the fuse as it burns.