userFlaviencancel

6,531 Commits over 821 Days - 0.33cph!

59 Days Ago
Restore the models I deleted from main that are still used in that branch
59 Days Ago
Added BBQ
59 Days Ago
merge from main
59 Days Ago
Removed animator from sks
59 Days Ago
Added world.drawbounds: draw the valid bounds, terrain margin, deep sea bounds and deep sea portals
59 Days Ago
Fixed disable world prefabs pref not disabling for all paths
59 Days Ago
merge from deepsea_fixes
59 Days Ago
Added some logs to help solve the mystery of the missing deep sea portal
59 Days Ago
merge from main
59 Days Ago
Moved drop controller and hero modals warmup to the home tab warmup
59 Days Ago
The main menu now instantiates its tabs, removed them from the menuui2 prefab Saving any menu prefabs ended up taking a few seconds because unity had to reimport all the nested prefabs, its much better now
59 Days Ago
merge from main
59 Days Ago
merge from storepage_boxes
59 Days Ago
Restore component box prefab Tweaked cyclegameobject timing
59 Days Ago
Fixed loot not respawning on deep sea ghost ships
59 Days Ago
merge from main
59 Days Ago
merge from doors_deploy_fix
59 Days Ago
Removed old includeAllDoors hack in DeployVolume, unused
59 Days Ago
Cleanup EntityListScriptableObject, removed unused code
59 Days Ago
Fixed all doors not deployable on top of prevent building volumes, regression from 141211
59 Days Ago
Started working on store data overrides via a json file Refactored TryGetTakeover
59 Days Ago
Added mount pose tooltips and headers in the BaseMountable inspector
59 Days Ago
Removed the hack disabling vehicleAimYaw when using the cardgame pose, we now have a setting on the prefabs
59 Days Ago
Added 'Animate Vehicle Aim 360' setting to BaseMountable, toggles the vehicleAimYaw parameter update. It was affecting the mountable idle anim speed. It was not an issue before because our anims were just poses Set to false by default, enabled for rowboat and steering wheel
60 Days Ago
merge from main
60 Days Ago
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60 Days Ago
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60 Days Ago
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2 Months Ago
merge from naval_update/io_boats/privilege
2 Months Ago
Slight changes in GetPrivilege to support tugboats
2 Months Ago
Flame turrets deployable on boats
2 Months Ago
Shotgun trap deployable on boats
2 Months Ago
DecayEntity::GetNearbyBuildingBlock can now get boat building blocks
2 Months Ago
Added decayentity.debuggetprivilege, helps to see when we used the slow Vis rather than using cached priv
2 Months Ago
Boat building stations now cache the steering wheel in the buildable area This avoids the slow Vis when building on boats and when HBHF sensors check privilege of detected players on edit mode boats
2 Months Ago
Minor HBHF refacto, don't bother polling privilege if the players in the trigger aren't elligible (dead or sleeping) All tests passed
2 Months Ago
Added IPrivilege, implemented by BuildingPrivlidge and SimplePrivilege (vehicles, shelters) Added GetPrivilege in DecayEntity, gives a building/vehicle agnostic privilege getter HBHF sensors now use that, so they can work on boats
2 Months Ago
merge from main
2 Months Ago
merge from deepsea_fixes
2 Months Ago
Set deep sea buoy flares LOD to dynamic so their distances are respected (LODGrid stops refreshing statics after >500m) Fixed DistanceFlareLOD not refreshing on enable/disable, and fixed the broken fading
2 Months Ago
merge from main
2 Months Ago
merge from deepsea_fixes
2 Months Ago
Better repel checks for deep sea portals
2 Months Ago
merge from deepsea_fixes
2 Months Ago
Fixed CLIENT_DoOpenNotification error again
2 Months Ago
merge from main
2 Months Ago
merge from deepsea_fixes
2 Months Ago
Compile fix
2 Months Ago
merge from deepsea_fixes
2 Months Ago
Skip disable internal collisions for ghostships, it takes 25s for each ship