userFlaviencancel

2,860 Commits over 456 Days - 0.26cph!

10 Months Ago
NotifyLOD component on hose prefabs
10 Months Ago
Code cleanup, comments
10 Months Ago
Fixed wire length calculation
10 Months Ago
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10 Months Ago
10 Months Ago
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10 Months Ago
Update line anchor using jobs
10 Months Ago
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10 Months Ago
merged main into wire_slacking/optimisations
10 Months Ago
merge from demorecorder_ui_improvements
10 Months Ago
Code cleanup
10 Months Ago
Reapplying 98635 after merging GameUI.Hud.prefab
10 Months Ago
merged main into demorecorder_ui_improvements
10 Months Ago
Minor UI tweaks
10 Months Ago
merged main into demorecorder_ui_improvements
10 Months Ago
Added a checkbox option to the recorder UI to auto fill demo names - If enabled, set to the last recorded demo name - If the name contained a number at the end, increment it by 1
10 Months Ago
Merge from fluid_combinersplitter_fix
10 Months Ago
Fixed fluid combiner gibs using fluid splitter material, updated destruction sound
10 Months Ago
Fixed fluid combiner and fluid splitter snapping issues, also adjusted their deploy volumes
10 Months Ago
merge from electricalheater_fix
10 Months Ago
Fixed electric heaters not heating planters right in front of them
10 Months Ago
Set electrical heater light shadows type to hard (soft shadows were murdering performance)
10 Months Ago
Fixed LightLOD always setting light shadows to Soft instead of choosing the mode set in the prefab initially
10 Months Ago
merge from electricalheater_fix
10 Months Ago
merge from wire_slacking
10 Months Ago
Fixed electrical heater not deployable on armored wall hard side
11 Months Ago
merge from pipette_skin
11 Months Ago
'selectitem' command fixes/improvements: - wait for the MoveItem RPC to be completed before selecting the belt solt - if the item is present in the belt, just select it instead of moving it to the belt slot 0 - when moving the item from the inventory, take an entire stack instead of a single item
11 Months Ago
merge from io_seismic_sensor
11 Months Ago
merge from electricity_sideinputs_drain_fix
11 Months Ago
Call OnEntityLeave when force removing an entity from a trigger, fixes destroyed entities not cleaned up from the triggers' entityContents list
11 Months Ago
merge from pipette_skin
11 Months Ago
Messed up my last commit, re-applying 98711: 'pipette' command can now copy items skin 'selectitem' will also try to select item with the same skin in your inventory
11 Months Ago
'pipette' command can now copy items skin 'selectitem' will also try to select item with the same skin in your inventory
11 Months Ago
Fixed a potential OOB error when clearing wires
11 Months Ago
Added CallsPerSecond attributes on SeismicSensor, Electrical Branch and WireTool RPCs Codegen
11 Months Ago
Relaxed the seismic sensor distance checks to mitigate wall thickness Tossing a C4 on a wall exactly 10 foundations away was not working as it was 30.25m away from the sensor
11 Months Ago
Wire slack bound to the mouse wheel directly instead of next slot/previous slot
11 Months Ago
Set a few culling convars to admin-only as changing them might cause problems
11 Months Ago
Clamped culling.entityUpdateRate minimum to 2 instead of 0.015 Setting this to a low value was causing culling issues (potential invisible players, animals...)
11 Months Ago
Also include the screen border effect when in debug camera Minor cleanup
11 Months Ago
Show the demo UI whilst recording when in debug camera
11 Months Ago
Added a popup warning the user if they're about to overwrite a demo with the same name
11 Months Ago
Updated Selection History editor tool
11 Months Ago
Allow demo recorder UI to be visible in debug camera view
11 Months Ago
Merge from main
11 Months Ago
When pressing left shift with wire tool/christmas lights in hands, only block the player belt if you have a pending wire
11 Months Ago
Make sure a job cannot last more than 4 frames, so we can use TempJob allocators Code cleanup
11 Months Ago
Minor change to the seismic sensor description
11 Months Ago
Fixed side inputs still adding active usage when directly wired to batteries with no components in between