userJakbcancel
reporust_rebootcancel

81 Commits over 761 Days - 0.00cph!

3 Days Ago
WIP remaking the ViewModel editor testing scene with flex UI and more functionality. Currently populating every viewmodel to a dropdown
5 Days Ago
Set the invis indicator on PlayerInit (connection to the server) to make sure client UI is synchronised with the server state
6 Days Ago
Extend setinvis_ui to include developer checks as well as admin
10 Days Ago
Changed UIInvisOverlay to inherit from SingletonComponent - Performed in-editor functionality testing - Performed compile error checking
10 Days Ago
Attack helicopter turret using the minigun now requires the minigun to be spun up with the primary shoot button before it shoots bullets. After 10 seconds of no shooting input, the minigun in the turret stops spinning. After 10 seconds of the passenger leaving the gunner UI, the minigun stops spinning. If the passenger dismounts whilst the minigun is still spinning it will stop spinning immediately. If the engine of the Attack helicopter is turned off whilst the minigun is spinning it will stop spinning immediately. - Performed in-editor functionality testing - Performed compile error checking
10 Days Ago
Remote controlled (computer station) autoturrets using the minigun now require the minigun to be spun up with the primary shoot button before it shoots bullets. After 10 seconds of no shooting input, the turret stops spinning. - Some general code cleanup included - Performed in-editor functionality testing - Performed compile error checking
10 Days Ago
Autoturrets using the minigun now behave similar to how a player has to use them and do not spin constantly. The minigun starts idle not spinning and then when a target is found it will spin up before shooting. After shooting, 10 seconds without a target is needed for spinning to stop. Video of the new functionality: https://files.facepunch.com/jacob/1b0411b1/Unity_bwwHDhX2zx.mp4 - Makes use of new ITurretNotify code interface methods - Non-autoturret (player-held) functionality remains unchanged - Some general code cleanup included - Performed in-editor functionality testing - Performed compile error checking - Fixes to come for remote controlled autoturrets (computer station) using the minigun and Attack Helicopter attached miniguns
10 Days Ago
Resolved SpinUpWeapon Animator warning when Minigun is put into a turret and not active/enabled yet
10 Days Ago
merge from minigun_3p_fix
13 Days Ago
Fixed some old sins in debug.cs (static public -> public static) and fixed old typo in debug.invis description text
13 Days Ago
Admin command `debug.invis` now displays GameUI when invis is active https://files.facepunch.com/jacob/1b0111b1/Unity_mEGC9tT2nm.png
18 Days Ago
F7 Player reports (abusive/cheat/spam/offensive name/breaking server rules) now send to the configured reports endpoint (server.reportsserverendpoint), previously only the generic feedback reports did. Tested in editor with separate client/server and locally hosted endpoint
18 Days Ago
Made OnFeedbackReport RPC async and log upload results/exceptions
18 Days Ago
Send non-player-specific BreakingServerRules F7 feedback reports to the server.reportsserverendpoint
19 Days Ago
Updated ReportType enum so BreakingServerRules is correctly marked as LAST. Fixes bug where non-player-specific BreakingServerRules F7 feedback reports are not ignored by server.reportsserverendpoint when this was the intended behaviour in CS:109053 04/12/24
24 Days Ago
First pass on generating cfg/serverdefault.cfg on server startup. This is considerably bigger than serverauto.cfg so some more changes may need to be made
35 Days Ago
F1 console no longer saves the `quit` command after it's entered. Prevents you loading the game up again and accidentally quitting because it was your last-used command - I did this twice now whilst playing and trying to access combatlog!
4 Months Ago
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4 Months Ago
Subject to change: run commandline arguments again in Bootstrap after loading config to overrule anything defined in both
4 Months Ago
Changed the pickup/drop/impact sfx for the car radio item in line with other small metal items with a burlap worldmodel
5 Months Ago
codegen
5 Months Ago
merge to main
5 Months Ago
Move printwipeid command into #if SERVER
5 Months Ago
Sum up the comfort values of different comfort deployable triggers your player is inside of. Previously, only the highest value was taken. This means that you can place a rug and a bear rug next to eachother and get 75% comfort, when before you would only get 50%. Being next to 2 bear rugs however will mean you only get 50% comfort, the same deployable will not stack.
5 Months Ago
Started hackweek trying to investigate why standing underneath a bear rug gives you 100% comfort but standing on top of one only gives you 25% comfort. Discovered that the very old CalculateComfort code gave you the most comfort at the edge of the comfort trigger, so moving away from a comfort deployable gave you more comfort - that didn't make sense. - Comfort is calculated from your closest position to the comfort deployable trigger, not your feet - Comfort is calculated as a SmoothStep based on the distance you are from the center of the trigger, with minComfortRange forgiveness - Increased rug.bear trigger size from 1.1 -> 3, base comfort (solo comfort) from 0.25 -> 0.5 on both bear rug comfort trigger spheres Going further with this branch will likely mean reviewing all comfort deployables and making some comfortSource tweaks. Would like to explore adding up different nearby comfort sources instead of taking max but wary of performance concerns of generating a data structure every ServerUpdate
5 Months Ago
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6 Months Ago
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6 Months Ago
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7 Months Ago
server.printwipeid command to print the wipe id of the .sav
7 Months Ago
Changed the car radio item inventory move sfx to a more suitable light metal sound rather than the heavy clunky car module sound
7 Months Ago
Merge from main
8 Months Ago
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8 Months Ago
codegen
8 Months Ago
▄▍▌▋▋ ▆▊▉▆ ▆█_▆▍▅█_▉▌▅▄█▄▄▄_▌▊▍▄▅▅▄▋▍_▅▅▉█▌▍▄██▄▊
8 Months Ago
codegen
8 Months Ago
merge from hackweek_car_radio
8 Months Ago
Car radio can now be picked up with a hammer if you are authorised on the car's codelock (or the car doesn't have a codelock)
8 Months Ago
merge from hackweek_car_radio
8 Months Ago
Car radio deploy sfx and impact effects
8 Months Ago
Prevent car radios being able to be deployed in eachother
8 Months Ago
car radio deployment is no longer blocked if the modular car is on a road
8 Months Ago
merge from main
8 Months Ago
Merge from hackweek_car_radio
8 Months Ago
Fixed server / client errors
8 Months Ago
Remove old and accidental files
8 Months Ago
Car radio costs 120 metal fragments, the same as the Portable Boom Box
8 Months Ago
Removed debug
8 Months Ago
Removed old commented-out code
8 Months Ago
- WIP audio source setup - Radio now turns off when the engine turns off - Setup radio play interactions, sfx and the 3 default stations