198,893 Commits over 4,140 Days - 2.00cph!

2 Years Ago
Couple of non-weapon test item setups. Increased random rotation.
2 Years Ago
Apply some slight random rotation when spawning items in take only mode. Don't show placement ghosts in take only mode.
2 Years Ago
Basics of "take only" mode.
2 Years Ago
Ignore "Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported" log
2 Years Ago
merge from experimental
2 Years Ago
merge from main
2 Years Ago
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2 Years Ago
merge from main
2 Years Ago
merge from save239
2 Years Ago
merge from weapon_racks
2 Years Ago
merge from mfm_errors, seems ok
2 Years Ago
merge from main with a ton of plastic errors?
2 Years Ago
Add global.showemojierrors for debugging
2 Years Ago
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2 Years Ago
Merge from save239
2 Years Ago
Added useCollisionPositionInsteadOfTransform and minimumRigidbodyImpactWeight fields to PhysicsEffects component to better handle effect sfx on large entities like the tugboat useCollisionPositionInsteadOfTransform should be enabled on large objects that could get hit from multiple angles while stationary (enabled on tugboat) minimumRigidbodyImpactWeight allows us to prevent rigidbodies below a certain weight from triggering impact sfx, set to 5.5 on the tugboat to prevent dropped items from playing the boat impact sfx
2 Years Ago
Unsaved change from 84454
2 Years Ago
Hooked up Petur's tugboat damage FX. Disabled the Fire Lights for now until I have a way to turn them on and off properly.
2 Years Ago
Updated the UI tooltip for "occupied" sleeping bag to now include underwater as a possibility
2 Years Ago
Merge from save239
2 Years Ago
Fixed a TugboatSounds NaN issue when scrubbing demos Fixed projectiles getting stuck in endless loops when pausing and scrubbing demos Fixed a PositionLerp NRe when scrubbing demos
2 Years Ago
Removed my tugboat concrete barriers, this has now been handled in a more official capacity.
2 Years Ago
Don't allow spawning from a sleeping bag if it's underwater
2 Years Ago
Minor edit
2 Years Ago
Convar changes: - Tugboat.tugboat_corpse_seconds is now Tugboat.tugcorpseseconds. Default 7200 (2 hours). - New Tugboat.tugdecayminutes replaces MotorRowboat.outsidedecayminutes and MotorRowboat.deepwaterdecayminutes for tugboat. Default 2160 (36 hours). - New MotorRowboat.decaystartdelayminutes sets time between a boat or sub being last used and decay starting. Default 45. This was the previous default but it wasn't convar'd. - New Tugboat.tugdecaystartdelayminutes sets same as the above but for tugboat. Default 1440 (24 hours).
2 Years Ago
Added a ring of PreventBuilding areas around the tugboat, to prevent griefing by building nearby
2 Years Ago
Enabling instancing on some cliff shaders
2 Years Ago
Fix renderers only being removed for building blocks Make `InstancedMeshFilter` a client component so it gets culled off the server Remove virtual prefab tracking when loading map (will clear every instanced prefab when map unloads instead) Fix instanced world prefabs spawning under terrain
2 Years Ago
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2 Years Ago
Merge from main
2 Years Ago
Fixed items dropped on Tugboat sometimes causing tugboat physics stall. Dropped items now use Continuous Speculative. Removed DroppedMode covar. When Unity detects a bad Continuous or Continuous Dynamic collision - i.e. one that looks like it will pass through an object between ticks - it stops the object immediately in place. This is the reason why modular cars must use Discrete physics collision and by extension why we need the Vehicle World physics layer to supply big chunky colliders, and the additional lastPosWasBad checks in ModularCar.Server VehicleFixedUpdate. If we used continuous, cars would occasionally come to an unexplained complete halt when driving fast on rough terrain. Continuous Speculative is a different thing entirely - more like Discrete collision, but the collider bounds extend into the space where they'll be during the next tick. At our low 16Hz tick rate, this wasn't usable for modular cars either as it turned them into something that felt like a big long surfboard at high speeds. QA discovered a bug where Tugboat physics would sometimes glitch out and come to a stop when items were dropped on it while it was moving. This immediately reminded me of the continuous collision resolution problem above, but Tugboat was already using Continuous Speculative - chosen mainly because Continuous Speculative, being designed to handle even kinematic collisions, behaved relatively well when the Tugboat collided with the moving non-rigidbody Cargo Ship. What I've now found is that the Continuous/Continuous Dynamic "move back to previous pos and set velocity to zero" bad-collision fix seems to apply to both members of a collision, even if one isn't on Continuous/Continuous Dynamic. Dropped items were Continuous Dynamic by default, and moving them to the Continuous Speculative layer fixes this bug. I don't expect any trouble with the change since they're relatively slow-moving. The dropped item collision mode was on a convar. Since all options except for Continuous Speculative are likely to cause trouble of some sort on moving physics bodies, I've removed the droppedmode convar entirely.
2 Years Ago
Fixed water from a bucket being so powerful that it sinks tugboats
2 Years Ago
Fix map missing the markers list UI
2 Years Ago
Merge from main
2 Years Ago
Ensure CullingJob skips over hidden meshes
2 Years Ago
Setting 2019 ComputeBuffer to SubUpdates causes it to silently not update :(
2 Years Ago
studiomdl.exe larger vtx buffer and safeguards against overflow crashing
2 Years Ago
Move location of "spawn virtual world prefab"
2 Years Ago
Diver suit texture updates
2 Years Ago
merge from main
2 Years Ago
merge from save239
2 Years Ago
Convert v3 rocks to instanced rendering
2 Years Ago
Add method to toggle the visibility of an instanced mesh without removing it from the array Support animated entities (again) by disabling instanced rendering when inside network range & enabling it when they go outside network range Remove `InstancedMeshTracker` until we properly support animated entities one day Added config option to `InstancedMeshFilter` that allows you to specify what meshes to use for an entity placeholder
2 Years Ago
Ferry terminal: Tweaked that one underground hallway shadow, and shifted some lights around in front of the entrance where the spotlight has been baked down into the ground. Ferry S2P
2 Years Ago
fixed broken uvs on front interior
2 Years Ago
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2 Years Ago
recoloured lorrr_trailer unique albedo to match new darker white colour, changed trim_orange material to reflect this too, changed interior collision to allow player to get to the front of interior, added shadow casters for interior
2 Years Ago
merge from main
2 Years Ago
merge from save239
2 Years Ago
Added walls behind tugboat staircases leading to the control cabin Fixed missing geometry under the staircase