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110 Commits over 761 Days - 0.01cph!

Today
Prevent keyboard shortcuts for randomising player seed and clearing wearables being triggered when typing in filter input boxes. Ignore shortcuts when filter input boxes are in focus
Today
Randomising the player seed preserves selected clothing
Today
Player can now be equipped with clothing using the wearableScrollView. Multiple items of clothing can be equipped as long as they are compatible in regular gameplay. Equipping a clothing item that is not compatible with others selected will clear the selected clothing. New button to clear player clothing, shortcut with pressing O
Today
Redid UI sizing
Today
Reapplied player changes
Today
Subtract 127494 - contained unwanted files
Today
Increase UI size so the scene feels better maximised
Today
Now spawning a BasePlayer in the scene rather than just a PlayerModel so we can give items to the player later. Rotation is broken right now
Yesterday
Load all wearables into the UI and setup wearable filtering - mirroring the item setup. Can likely clean this up later.
Yesterday
Setup "Randomise Player Seed" button. Some code cleanup/preparations
Yesterday
Duplicated item's scroll view and filter input to create a scroll view and filter box for wearables
Yesterday
Spawn the PlayerModel on Awake. Rotate 180 degrees to face the camera. Force censorship cubes off and randomise the player seed. Randomise player seed again by pressing P
Yesterday
Cleaned up needsCursor, capslock input, item giving, InitPlayer and capslock scene help text
Yesterday
merge from god_indicator
Yesterday
NRE fix for UIGodOverlay Instance not being initialised yet when saved convars are loaded. Tested in editor.
Yesterday
merge from main
5 Days Ago
Fixed bug case where UIGodOverlay could be enabled by setting godforceoffoverlay false when god and godforceoverlay were both already false, changed argument
6 Days Ago
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6 Days Ago
Admin convar `global.god` (godmode) now displays GameUI when godmode is active https://files.facepunch.com/jacob/1b2411b1/Unity_l3B1S3MDpp.mp4 Includes new `global.godforceoffoverlay` convar to force disable the UI overlay when enabled to help when recording media
7 Days Ago
Now spawning the viewmodel in the world at the correct position by disabling VM camera and adding new editor-only position override bool
7 Days Ago
Add help text "Press Capslock to use UI" and change default text on FilterInput to "Filter items..."
7 Days Ago
Equip the item on the player when a button is pressed
7 Days Ago
Reset the vertical scrollbar position to the top when typing in the filter box
7 Days Ago
Selecting item buttons from the scroll view now creates a worldmodel and a viewmodel, pressing a different item button replaces it. On player connection, the player's inventory is cleared in the case of having an editor loadout equipped - in preparation for giving the item to the player. Added a skydome to the scene from Playground to resolve lighting errors on some viewmodels
7 Days Ago
Fixed scrollview position anchoring to remain consistent when maximised
8 Days Ago
Now generating a struct of ItemDefinition and GameObjectRef to the viewmodel and worldmodel, only adding items with a viewmodel and worldmodel to the list
9 Days Ago
Simpify filtering logic
9 Days Ago
UI Layout changes. Viewmodel scroll now has a filter text box. Removed old viewmodel UI
10 Days Ago
Scene now has scrollview populating with a button for every viewmodel in the game with an OnPressed event. Adjusted styling
20 Days Ago
WIP remaking the ViewModel editor testing scene with flex UI and more functionality. Currently populating every viewmodel to a dropdown
22 Days Ago
Set the invis indicator on PlayerInit (connection to the server) to make sure client UI is synchronised with the server state
23 Days Ago
Extend setinvis_ui to include developer checks as well as admin
26 Days Ago
Changed UIInvisOverlay to inherit from SingletonComponent - Performed in-editor functionality testing - Performed compile error checking
26 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
27 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
27 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
27 Days Ago
Resolved SpinUpWeapon Animator warning when Minigun is put into a turret and not active/enabled yet
27 Days Ago
merge from minigun_3p_fix
30 Days Ago
Fixed some old sins in debug.cs (static public -> public static) and fixed old typo in debug.invis description text
30 Days Ago
Admin command `debug.invis` now displays GameUI when invis is active https://files.facepunch.com/jacob/1b0111b1/Unity_mEGC9tT2nm.png
34 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
35 Days Ago
Made OnFeedbackReport RPC async and log upload results/exceptions
35 Days Ago
Send non-player-specific BreakingServerRules F7 feedback reports to the server.reportsserverendpoint
35 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
40 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
51 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
▉▇▋ ▌▇▊▉▍▌.▍▅▍▊▍▆▇▉.▊▋▊▌_▊▇▉_▅█▄▋▌▌▌▇_▊▊▋▋▊▌▆ (▄.▉▅ ▌▋▉▇▄▌▉) ▋▅ ▇▅▋▆ ▍▄▅▊▍▉▋▄ ▄▄▌▇▄▅ ▉▊▊▇ ▋▅▋▌▊▄▌_█▆▆▅▊█▆▌█▌ ▊█▆ ▇█▋▄ ▋▊▋▍▄▊▍▄ (<= █) ▄█ ▊█▅█▄▋ ▉▇▉▍█▉ (▉█▊▇▌▆█ ▄▆▇▋▄▍ ▇▌ ▇▊▆▄▅█▌) ▆▍ ▊▆██▌ ▅▅▅▆▅ ▅▉█▇▄▌▄▍▅ ▆▋▄▉ ▋▍▅▊▇▌▇ ▅▋▆ ▊▊▊▌▄▅▅
4 Months Ago
Subject to change: run commandline arguments again in Bootstrap after loading config to overrule anything defined in both
5 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