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5,074 Commits over 792 Days - 0.27cph!

syncvar_autosave_trimming -> main
Don't generate autosave/autoload boilerplate code if an entity has no autosave syncvars Wasn't an issue before but we are getting more and more syncvars so its worth it now
Yesterday
auto_populate_entitylist -> main
Yesterday
Compile fix
Yesterday
auto_populate_entitylist -> main
Yesterday
Can now specify a label at the top of an EntityListScriptableObject - this will look up and auto add all BaseEntities with the specified label. For example: an AllDoors EntityList with 'Doors' label will be full auto populated with all doors in the project when the manifest is updated or 'Tools/Update/Entity Lists' is ran Just keeping this to doors just now for testing
Yesterday
quick_craft_improvements -> main
Yesterday
- Made both convars 'Saved' - Enusre memu points to the right one - Codegen
Yesterday
main -> quick_craft_improvements
Yesterday
boat_jiggle_fix -> main
Yesterday
- Improved steering all around - Removed the jiggle - Increased far point distance - Allowed 0 movement to be a valid case for the context direction - Gas pedal forces 0 with a 0 movement direction
Yesterday
Scientist Boats: Add hysteresis to the gas pedal. Boats will only reverse provided the dot direction is high enough and the flip gate is open
Yesterday
boatai_boxing_fix -> main
Yesterday
Implement IEquatable to bypass the ::Equals usage (when adding to a set)
Yesterday
quick_craft_improvements -> main
Yesterday
Phrases update
Yesterday
Dont downcast list type when passing as an argument
2 Days Ago
Fixed menu slider being set to an integer value (now float)
2 Days Ago
Menu scene changes (missed file)
2 Days Ago
New change: prevent the quick craft menu from updating if you are pressing buttons, it's subtle but this stops a spam click making the button dissapear before you are ready - makes it a bit easier to see what's going on - Fixed the favouriting button not working (include it in the hash calculations) - Adjusted menu setting
2 Days Ago
Reintroduced inventory.quickcraftdelay This prevents you from spam clicking a quick craft button if the menu has recently refreshed, preventing misclicks. Added a menu item, so its adjustable not just with a convar
2 Days Ago
main -> quick_craft_improvements
3 Days Ago
Split Autoturret into multiple work queues: Ammo, Scan, Tick Keep Aiming/Rotating code in the 66hz loop Move TargetAquisition/Thinking/Firing to a 10hz work queue scheduling loop Around a 0.3ms in improvement (in spikes) on idle with 500 turrets.
3 Days Ago
Split off autoturret ammo updating into its own queue
3 Days Ago
No need to sort rays - we are looping over them all anyway I'm sure theres some minor concerns with the relevant collider 'usually' being first, but the loop isnt the expensive bit The scale of the sorting is
3 Days Ago
Minor cleanup
3 Days Ago
More profiling
3 Days Ago
Don't need to check peekers if the target isn't a player. Should save us some cycles
3 Days Ago
main -> autoturret_improvements
3 Days Ago
Introduce some inaccuracy and bursts when Scientists are firing the mounted weapons on the PT Boat - Codegen
3 Days Ago
scientist_boat_ai_inaccuracy -> main
3 Days Ago
- Setup customizable properties (servervars) - Codegen
3 Days Ago
adjust bouyancy pausing step
3 Days Ago
Set y height to 0 now instead of trying to grab the water level (failing and giving us -16?)
3 Days Ago
Add a convar for debugging the boat ai flipping eject - Codegen
3 Days Ago
main -> mountplayersync_ai_bypass
3 Days Ago
missing_script_errors -> main
3 Days Ago
Remove Phrases.asset - unused
5 Days Ago
Decreasse Scientist RHIB AI HP by 40%
5 Days Ago
main -> scientist_boat_ai
5 Days Ago
autoturret_improvements -> main
5 Days Ago
quick_craft_improvements -> main
5 Days Ago
I left a bunch of logs again
5 Days Ago
Fixed turrets not following proper aim direction if it doest have a target (on the server code), so its ready to auto snap when we swap back to the server auth side - Compile fix
5 Days Ago
Dirty aim direction angle changed from 0.03 (it basically never ran) to 1 - Instantly reduced turret snapshots when aiming to a target - Lerped on the client anyway so it doesnt make too much of a difference apart from reducing packets
6 Days Ago
Fix cant start coroutine because object is inactive error
6 Days Ago
quickcraft_improvements -> main
6 Days Ago
Make the Autoturret idle animation run only on the client. This prevents turrets constantly sending network aim direction update packets constantly even when they have no target or are around no players Saves roughly 20KB/s for our big turret base save
6 Days Ago
quick_craft_improvements -> main
6 Days Ago
Minor quick craft button cleanup