userIan Hendersoncancel
reporust_rebootcancel

6,935 Commits over 1,127 Days - 0.26cph!

3 Hours Ago
Moved info and net into small icon buttons next to the console tab, matching the store's sub buttons - Green when open, tooltip on hover - Removed the main menu mask from them so the icons show the first time F1 opens - Graph dot size is now a setting, smaller dot in the f8 widget
6 Hours Ago
- Add an f8 widget to show some net info whilst playing - Minor graph UI updates
line up all the info in the net page
New graph and ui setup for the info/net pages
Added net tab to the F1 menu, to replace the one from the old F1 menu Shows ping, received and sent with graphs of the last 30 seconds, plus the client network stats - Added UI_HistoryGraph, a simple bar graph that other tabs can reuse
Fixed mags staying invisible after swapping weapons mid reload - Reload clips hide the mag with a HideLods event and show it again later in the clip, so holstering before that point left the mag's renderers disabled on the pooled viewmodel
Fixed the biofuel generator snapping to the wrong spot in corners with advanced snapping - Corner snap now subtracts the bounds centre offset, like the wall snap already does
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Yesterday
Fixed players getting stuck in the computer station when the space behind the chair is blocked - Added two dismount points beside the seat, only used once the rear three are blocked - A refused dismount on any seat now shows a toast instead of silently doing nothing
Yesterday
Extend f1 console multilines up to 25 rather than 8 - Going more than 25 will make it larger than the console window
Yesterday
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Yesterday
Fixed patrol heli rocket deaths not showing the heli on the death screen Rockets were spawned without a creator so the explosion had no attacker - Rockets now have the heli as their creator, so it gets the kill and its avatar - rocket_heli and rocket_heli_napalm death info points at the Rocket and Incendiary Rocket items, so it reads "with a Rocket"
Yesterday
Code cleanup
Yesterday
main -> character_customisation
Yesterday
Fixed NRE in PlayerBoat.UpdateWake after rejoining a server - boats destroyed by the disconnect level unload were never removed from the fx queue
Yesterday
Fixed RHIB drivers reaching for nothing with their arms stretched out The pooled driver seat kept its cached RHIB when it was reused on another boat, so the hands went for the old boat's wheel
Yesterday
PT boat turrets: front turret uses the regular crosshair & wider front aimcone - less damage on both - Front 50cal guns: aimCone 0.2 -> 1 - Front and rear 50cal guns: damageScale 1 -> 0.75
Yesterday
give front pt boat turret the regular crosshair rather than a dot
Yesterday
Only spawn 1 boat group at large oilrig - not 2
Yesterday
FIx player legs freaking out after swapping between both turrets on the pt boat turret
2 Days Ago
Enabled mip streaming on 1012 textures (all have renderers) - Props: 155 textures, ~301MB - Deployables: 94, ~253MB - Monument structures (apartments, rentable shops, industrial, blockers): 237, ~245MB - Generic shared textures: 71, ~199MB - Weapons, mods and charms: 74, ~168MB - NPCs and animals: 88, ~132MB - Tools: 30, ~82MB - Player clothing and hair: 74, ~32MB - Misc (satellite, horse, ladder hatch, event props, food, nature): ~313MB At full res these were ~1.5GB of VRAM
2 Days Ago
head_bob_anim_fixes -> main
2 Days Ago
Play camera animations on viewmodel turrets (pt boat turrets) even if headbob is off Stops hands clipping/flying away since the camera is staying put
2 Days Ago
Map shop markers only refresh their info when the shop data changed Was copying every shop's sell orders and Steam filtering its name on every map open 60 shops: shop refresh 4.2~ ms -> 0.4~ ms, map open 6.7~ ms -> 2.6~ ms
2 Days Ago
Map monument markers are built during world setup rather than first map open 19~ ms -> 2.7~ ms when opening the map for the first time
7 Days Ago
sprinkler_color_fix -> main
7 Days Ago
Fix radwater sprinklers spraying clear water for a moment when switched on Sprinkler now gets its container to adopt it before its On flag is networked, so the rad effect shows from the first frame
7 Days Ago
Ensure rad water sprinklers turn on the right color initially
8 Days Ago
mainisland_roaming_scientistboats -> main
8 Days Ago
When a boat’s driver dies another scientist now takes over driving
8 Days Ago
- 20% chance for scientist rhib to drop a blueprint page - 20% chance for scientist pt boat to drop a blueprint book
8 Days Ago
Fix leg ik not working on the rear pt boat
8 Days Ago
- Boats in a group no longer pass a hidden player back and forth forever, they give up 45s after losing sight of him - PT boat turrets look around when they have nothing to shoot at - Roaming boats patrol closer to the coast, min shore distance 100m -> 35m - Fixed killing the roaming boats event leaving behind boats spawned less than a second earlier - Removed a duplicate line of sight check when roaming boats pick a target
8 Days Ago
main -> mainisland_roaming_scientistboats
8 Days Ago
boat_targetting_improvements -> main
8 Days Ago
main -> mainisland_roaming_scientistboats
8 Days Ago
New targetting system for ai scientists: - Remembers locations of previously lost targets - Auto switches between visible players if it loses its main target - Ai scientists will keep attacking even if the target hides - More stable/fun overall
8 Days Ago
waterpistol_fix -> main
8 Days Ago
Fix waterpistol error during manifest generation
8 Days Ago
boataicoordinate_tryclaim_fix -> main (broken merge last time)
8 Days Ago
boataicoordinate_tryclaim_fix -> main
8 Days Ago
Ensure dead drivers dont keep stale HasDriver flags around
8 Days Ago
boataicoordinate_tryclaim_fix -> main
8 Days Ago
boat_ai_movement_improvements -> main
8 Days Ago
workshopskin_warmup_server -> main
8 Days Ago
repairbench_reskin_stall_fix -> main
8 Days Ago
radiation_watergun_fix -> main
8 Days Ago
Fixed the NRE in BoatAICoordination.TryClaimTarget
8 Days Ago
- Minor code cleanup
8 Days Ago
Greatly improve the movement and avoidance code of the scientist boat ai - Sientist boats steer smoothly instead of weaving side to side, and reliably get themselves unstuck - Context steering uses 16 directions and steers between them instead of snapping to the nearest 45°, which caused a sawtooth style effect (even though we were lerping) - Fixed the stuck reverse never triggering above 32fps, (it measured speed from position change between AI ticks which was 0 most frames) - Boats back off and swing round when stalled, aground or too close to make a turn, and follow an obstacle round when they stop closing on a blocked target - Fixed patrolling boats circling off the shore forever when their orbit point lands on land