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6,596 Commits over 1,066 Days - 0.26cph!

11 Months Ago
Reload animations running on front and rear turrets Setup new controllers Setting to enable/disable signalling the reload animation from the server on held entities
11 Months Ago
Fix muzzle fire appearing at the wrong place
11 Months Ago
Swap to the rigged versions of the 50 cals
11 Months Ago
Fixed front turret only reloading the left 50 cal
11 Months Ago
Fix SV_ReloadStart error on rear turret
11 Months Ago
Another manifest Finally working with some clean prefabs
11 Months Ago
Setup prefab world model animators Setup animator rigs Fixed bug preventing you from sitting in the front turret More aim position tweaks
11 Months Ago
Realign rear turret again
11 Months Ago
Recreate the left,right and single 50 cal entities with the new prefabs Get it hooked up like before
11 Months Ago
naval_update -> pt_boat_2
11 Months Ago
scientist_boat_ai -> naval_update
11 Months Ago
If a boat is sinking dont keep trying to apply corrective forces. These forces have always been applied - without it boat sinking looks really cool
11 Months Ago
Missed file
11 Months Ago
Ensure players are properly killed
11 Months Ago
Dont do any clipping checks for AI on the PT Boat and RHIB
11 Months Ago
Add new ClippingCheckAiMode to BaseVehicle.Server Let's us skip clipping checks for AI, or apply to both AI and players
11 Months Ago
scientist_boat_ai -> naval_update
11 Months Ago
turn off debug draw
11 Months Ago
Boat AI will automatically turn on the lights if its nighttime, keeps them off if its day
11 Months Ago
Better lights on the RHIB
11 Months Ago
Remove logs
11 Months Ago
Use raycasts for avoidance instead. Spherecasts are just too unstable
11 Months Ago
When boat dies kill all remaining scientist on board
11 Months Ago
scientist_boat_ai -> naval_update
11 Months Ago
Pass mount point for spawning, dont rely on position
11 Months Ago
scientist_boat_ai -> naval_update
11 Months Ago
Stop info box breaking with 'null action'
11 Months Ago
Dont ram a player if they are way higher up on an island
11 Months Ago
Stop group members including themselves in the pursuit notifications This prevents an infinite loop when pursuing a player
11 Months Ago
Better scientist mount position spawning code Compile fixes
11 Months Ago
Ensure boats have minimum: driver and turrets Then at least 1 other Then we coin flip each subsequent scientist
11 Months Ago
Spawn rhibs facing towards the deep sea centre
11 Months Ago
naval_update -> pt_boat_2
11 Months Ago
Manifest Codegen
11 Months Ago
unskinned_windmill -> main
11 Months Ago
Prefab fixes
11 Months Ago
main -> naval_update (BREAKING)
11 Months Ago
unskinned_windmill -> main
11 Months Ago
Fixed more rotational weirdness
11 Months Ago
Use a guide prefab so you can see the sails of the Windmill when you place it down Start the sails pointing towards the player rather than off to the left everytime https://files.facepunch.com/ianhenderson/1b1311b1/Unity_4IqvKXIbrW.mp4
11 Months Ago
main -> unskinned_windmill
11 Months Ago
syncvar_Improvements_2 -> main
11 Months Ago
dont show performance
11 Months Ago
syncvar_improvements_2 -> main
11 Months Ago
Reading is now down 200~ milliseconds - Use immediate reading mode - Only write symbols if we have them
11 Months Ago
Introduce a cache for BaseNetworkable inherited types. Slighly speeds up post processing (300 ms or so)
11 Months Ago
Remove LINQ usage on ILPostProcessor hook hot loops
11 Months Ago
ddraw_server_wrappings -> main
11 Months Ago
Add text,box,capsule server bindings
11 Months Ago
Add DDraw BasePlayer overrides to the Server (this lets you call DDraw.Line and pass in a player to forward the console command to) Add DDraw.BroadcastLine, DDraw.BroadcastSphere etc, this lets us forward the ddraw to all players automatically without specifing a player.