129,089 Commits over 4,201 Days - 1.28cph!

4 Days Ago
merge from physics_pass_two
4 Days Ago
playerboat wavePID balance
4 Days Ago
merge from editor_force_on_helicopter - resolved merge conflict
4 Days Ago
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4 Days Ago
check boat engine state instead of driver state for enabling correction forces (playerboats are powered without someone at the helm)
4 Days Ago
Merge: from main
4 Days Ago
Update: Add a safety guard to DestroyOnClient to avoid destroying client's local player Tests: 2p session on craggy (though there's no case in vanilla where this can happen)
4 Days Ago
merge from fishing_village_collider_fix_fix
4 Days Ago
4 Days Ago
Moved the net that was causing the movement issues. Made my silly collider a little bigger. fishing_village_b s2p
4 Days Ago
improve transform access in correction forces
4 Days Ago
undid plane points reordering in the prefab, code was adjusting it in the wrong order - corrected there instead
4 Days Ago
edited rpg skin 3p reload anim
4 Days Ago
re-ordered control forces plane points so plane normal points up, also set non-stupid values for control accel
4 Days Ago
Optim: pool SpectatorSubStrategy and SpectatedSubStrategy Tests: 2p session on craggy with disconnects - checked pool.print_memory afterwards
4 Days Ago
steeringwheel controls HasDriver flag of parent boat
4 Days Ago
Fix certain props not being able to be spawned due to recent changes
4 Days Ago
Bunch of work moving lock from boat to steering wheel and related refactoring/fixes.
4 Days Ago
scientist_boat_ai -> naval_update
4 Days Ago
turn off debug draw
4 Days Ago
Boat AI will automatically turn on the lights if its nighttime, keeps them off if its day
4 Days Ago
tweaked red color from the steering wheel so it doesn't draw as much attention
4 Days Ago
Better lights on the RHIB
4 Days Ago
enabling PlayerBoat correction forces with some initial balance
4 Days Ago
added acceleration mode for boat wave correction forces, default is force (old behaviour) - lets us have consistent control forces on playerboats without worrying about mass differences
4 Days Ago
merge from naval_update
4 Days Ago
Removed random wood beam in FC2 (transform override). Fixed negative values on railroad planter collision. Added colliders to singular security doors.
4 Days Ago
Remove logs
4 Days Ago
Use raycasts for avoidance instead. Spherecasts are just too unstable
4 Days Ago
disabled r/w and batching on seaweed clumps
4 Days Ago
Update: convert IsBeingSpectated utility - Updated dependent code to use new GetSpectators instead of old nested children approach Tests: spectated player on craggy that shot scientists - headshot sounds replicated correctly to the spectator
4 Days Ago
fix for: Modular Boats - Steering wheel direction not obvious. Added an arrow on the peg with the blue tape
4 Days Ago
When boat dies kill all remaining scientist on board
4 Days Ago
scientist_boat_ai -> naval_update
4 Days Ago
Pass mount point for spawning, dont rely on position
4 Days Ago
scientist_boat_ai -> naval_update
4 Days Ago
Stop info box breaking with 'null action'
4 Days Ago
Dont ram a player if they are way higher up on an island
4 Days Ago
Clean: remove BaseEntity spectating support and fix up types/names of relevant code This code was broken for multiple years, and couldn't think of a reason it could be useful, so simplifying. Tests: spectated on craggy, cycled view modes
4 Days Ago
Stop group members including themselves in the pursuit notifications This prevents an infinite loop when pursuing a player
5 Days Ago
Update: when spectated player disconnects, switch spectators to a new target - this also fixes a leak of spectated players list, since it gets cleared by above action Tests: flew out, disconnected - spectator returned to self. Reconnected, started spectating joined player - all replicated.
5 Days Ago
Added baked shore vector volumes to the FCs S2P
5 Days Ago
Small Engine and Steering Wheel have proper gibs now. Also fixed lod popping on the steering wheel.
5 Days Ago
merge from naval_update
5 Days Ago
merge from dipsi
5 Days Ago
Added a shared flat terrain to FC1/2/3 to replace the craggy terrain in scenes
5 Days Ago
split off axle on windmill
5 Days Ago
Update: reimplement spectating to use ISubscriptionStrategy instead of secondary groups - Done via SpectatorSubStrategy (takes subscriptions of target) and SpectatedSubStrategy (notifies when group changes) - Removed old secondary group code and reverted relevant Network API changes - Made Networkable.OnSubscriptionChange public This also fixes the bug with previous version that it only saw "near" distance entities Tests: Spectated player on craggy, flew around until island disappeared from rendering - no NREs. Got 2 things to improve, and I think it's done
5 Days Ago
Flare LODs
5 Days Ago
handling torque scaling properly when accumulated forces cancel (was dividing by zero in some cases and apply naninf torque)