userJakbcancel
reporust_rebootcancel

230 Commits over 853 Days - 0.01cph!

13 Days Ago
Exception logging change
16 Days Ago
Moved default config generation from Bootstrap to server command `server.writeserverdefaultconfig`. Run codegen. Tested in editor.
16 Days Ago
Clean up logging and include empty defaults in the cfg
17 Days Ago
Use Path.Join and log the path after cfg creation
17 Days Ago
Use StringBuilder to build the cfg
17 Days Ago
Improved logging for when a command isn't a variable, when a command is read-only, when command defaults are out of sync, when no default value was found
17 Days Ago
Exclude read-only commands from the default config
17 Days Ago
Merge from main
19 Days Ago
Code review: - Use ForceMode.VelocityChange - Scale by bike performance fraction - Max 10 bunnyhop multiplier force - Recalibrated bunnyhop force values during testing - Cleanup of old and new input state checks
19 Days Ago
Merge from main
23 Days Ago
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23 Days Ago
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23 Days Ago
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25 Days Ago
Reapply military tunnel radiation changes from `military_tunnels_radiation_consistency` without merging the whole of naval_update
26 Days Ago
Added a small offset when activating bunnyhopping so the mounted player moves upwards with the bike rather than being glued to the seat (it was hard to get this perfect without the hands clipping through the handle bars) https://files.facepunch.com/jacob/1b0911b1/Unity_ywrHLT5FK7.mp4
26 Days Ago
▅▅▉ ▍▅▉▆▉▋▄▄▊▊▄ "▄▄▍▌▆▊ █▇▆▌█ ▊▇" ▊▅▊ ▇▌▍▅▋▆▇▆▄█▋▅▅▍▋▋ ▉▋ ▍▅██▉ █▊ ▌▍▋▉▉▅, ▊█▅▊▅▊ ▉▇▌▋▊▌▌ ▌▆▅ ▇▄▊ ▄▉▊▍▅▍▇▉ █▌▆ ▉▋█▆▅▋▍▇▊ ▄▄█▄█▋▉▊ ▊█▊ @▉▊▌ █▊▍█▄
27 Days Ago
▇▊▌'▇ ▅▇▄▊█▊█▊▋▋▅▄▆▍▌▌▍▅▆▄ ▅▆ ▉▋▊▋▌█▊▆▍▍▍. ▋█▌▌▇ ▉▅▌▄▍ ▄▋▌▌▊▆▅▆▅█ ▌▅▍▌▆▍ ▋▋▍▍▉▌▆▄▉█ ▄▄▉ ▊▄▅▅ ▆▉▍▌▌▆▅▉▍▌ █▅▉█▄▉▇ ▌█▌ ▅▇▆█ ▋▇▅▆▅▊▉▇ (▊▄▊▇▆▅▍█▌█)
30 Days Ago
Can only bunnyhop: 1. Once every 3 seconds 2. When grounded 3. When not waterlogged 4. When there is at least 10% sprint percentage remaining Bunnyhop now: 1. Uses correct physics calls to make a nice jump 2. Uses a relative force to account for slopes 3. Jumps higher at faster speeds 4. Jumps get scaled by the sprint percentage remaining 5. Consumes 10% sprint percentage https://files.facepunch.com/jacob/1b0511b1/Unity_Aa2i1beFhS.mp4 https://files.facepunch.com/jacob/1b0511b1/Unity_npssU8l2Br.mp4
31 Days Ago
Bicycle bunnyhopping basics https://files.facepunch.com/jacob/1b0411b1/Unity_tJ9ExIRjAG.mp4 Bicycle can now bunnyhop every 3 seconds by pressing right mouse button. - Todo: use the bike's angle in the jump - Todo: require bike stamina to jump - Todo: not jump when waterlogged
31 Days Ago
Fixed forever bug that caused the HAB to always have the hurt trigger active when it should turn off based on inflation and velocity
31 Days Ago
Renamed killTriggers to crushTriggers and added the triggerMovePos to the list so it is activated/deactivated at the same time as the triggerHurt
31 Days Ago
Change hab.repair.item.prefab to use the hot air balloon avatar rather than the old placeholder bear rug so "Killed by X with a Hot Air Balloon" shows the correct icon
31 Days Ago
- New TriggerPlayerMovePos script to move players with a vector relative to the centre of the trigger bounds - used to stop players getting stuck underneath a HAB when it lands on them in a safezone. - Pause players being marked hostile for 2 seconds when entering the move pos trigger to prevent the HAB marking a player as hostile if multiple players are landed on inside a safezone
32 Days Ago
full fix the NRE
32 Days Ago
Reduced the size of the HAB hurt trigger away from the door slightly to fix the old issue of jumping out of a moving HAB in the direction of travel and dying to the hurt trigger
32 Days Ago
Fixed newly introduced TriggerParentEnclosed NRE
32 Days Ago
Removed the InSafeZone check from my new HAB code to match hostile behaviour of BaseVehicle's
32 Days Ago
▍▄▊▄ ▄▆▌ ▋▍▇▆▅▍▉ █▅█ █▌▇ ▇▆▉█ ▌▌▆█▊▉▇█/▌▇▉▍ ▄▅▉▆▉█▉█ ▋▅ █ "▇▊▊▉▍▊", ▆▇▊▉▅▆ ▅▄▇ ▄▇▍▋▆▉ ▄█▄ ▆▌ ▉▌: $"▌▊▅▋▊█_{▌▌}" ▄▄ █▌▉ ▄▌█ ▍▍█▆▆ ▇▆█▍▍▌▇▅▊▆▄▄█ █▍▇█▉▋▅ █▄▇ █▍▊▉ ▅▄▄▆█▇ ▉▉█ ▊▋ ▋▉▉▋▇▋ █▋ ▅▊▌▄▉ █▊▅▋▇▌▍▄ ▇▆▅▄▉▄▉▋. ▌▌▉▊▊://▌▅▊▋▊.▉▄▅▉▍▇▄▉▌.▋▅▌/▅▉▊▋▇/▇▇▊▌▋▌▄▆/▋▇▇▌▊▉▉▄▋▆.▍▍▌
33 Days Ago
Improved radiation consistency at the main entrance and cave entrance of military tunnels with more sphere and box radiation triggers. Ran S2P Before: https://files.facepunch.com/jacob/1b0211b1/33YoiGKzIf.jpg After: https://files.facepunch.com/jacob/1b0211b1/6am3EFYeP4.jpg
33 Days Ago
Recycler shed now uses a box collider for radiation rather than a sphere so you only get rads when at the recycler or very close to the building
33 Days Ago
merge from naval_update to get the latest TriggerRadiation.cs
33 Days Ago
Players parented to (riding) the hot air balloon will now be marked hostile for 60s when the hot air balloon crushes another player by landing on them. This follows a similar setup to the modular car kill triggers in using the TriggerHurtNotChild script and IHurtTriggerUser interface to return the damage initiator player - the first player found is marked as the damage initiator and all other players are manually marked hostile. - Tested in editor killing a spawned player whilst riding the hot air balloon and correctly being marked hostile
34 Days Ago
New codelockedhackablecrate prefab variants for modded servers - server owner request for minigame servers. 1. codelockedhackablecrate_no_build_radius https://files.facepunch.com/jacob/1b0111b1/Unity_bJNCZmkNDK.png 2. codelockedhackablecrate_min_build_radius (no build radius of 3) https://files.facepunch.com/jacob/1b0111b1/Unity_7dnq9b0kFb.jpg
34 Days Ago
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34 Days Ago
▌▋▆▍ ▊▍█▋▍▄▌▍▌ ▅▋▇▄▄▍▊ ▊▌▇ ▌▇▋▄ ▅▆▆.▍▌▌▄▍▇▄ ▌▋ ▄▅▉▅█, ▇▍█▌▆▅▋▋ "▅▄▄▄▇█" ▊▍▌▆█▋▄. ▄▄▌▆█▇▆▆ ▍▉▄▋▍▉█▆ ▆▍▅█ ▅▊▌▍▌ ▄▊▆▋▅▍▅ ▇█ ▆▌ ▊▉▌▌██▆█▍ ▆▇▍ ▅▊ ▊▆▇▆▌▇ ▅▌▇█▊▍█▋▊▍▇█
54 Days Ago
Replaced static fuel_barrel_black objects on large oilrig with yellow and red variants so gameplay remains unchanged. Ran S2P
54 Days Ago
Caged in fuel_barrel_black objects on small oilrig (1 set of 8, 1 set of 4) and replaced 4 other fuel_barrel_black objects with fuel_barrel_red as they are too visually similar to the diesel barrel pickupables. Ran S2P.
54 Days Ago
Removed static upright fuel_barrel_black objects from large oilrig as they are too visually similar to the diesel barrel pickupables. Ran S2P.
54 Days Ago
Reworked pouring so it uses a start and stop RPC. Holding left mouse button will pour (up to) 50ml out of the container every 0.5s (100ml/s), stop holding left mouse button and pouring stops. Needs bespoke animations and visual effects, something like a continuous stream pouring out when the item is tilted over. Video: https://files.facepunch.com/jacob/1b1211b1/Unity_0KbTAw2Am2.mp4
55 Days Ago
Left mouse button when holding a water jug / water bucket now pours (up to) 5% of the container's max amount from its inventory. Still needs animation setup. A gradual pour over time rather than a throw of a smaller amount may be nicer, needs more thinking. Video: https://files.facepunch.com/jacob/1b1111b1/Unity_Q6cXeVt4NE.mp4
55 Days Ago
Rearranged logic in OnPrimaryAttackHeld to make that the method that requests pouring
55 Days Ago
Liquid vessels that could throw out all their contents with left mouse button now require holding ALT at the same time to throw out all contents - making way for left mouse button by itself to gradually pour water
58 Days Ago
Prevent fall damage sfx playing when in debug.invis
58 Days Ago
Disabled mip map limits on cannot_see_icon to fix low resolution debug.invis icon overlay when using low graphics settings
59 Days Ago
Simplify SwapCamera. Removed an orbit camera lock position. Reordered orbit camera lock positions to go to the player first
2 Months Ago
WIP orbital camera setup. Currently swaps cameras with pressing Q, Tab changes lock target, hold right click and use mouse to move orbit. Needs UI setup
2 Months Ago
Setup the rest of the player gesture animation buttons. Surrender and the dances don't work right now
2 Months Ago
Setup more anims: Viewmodel specific: manualcycle, dryfire, throw, use_self, use_other, use_other_wounded PlayModel specific: drop_item, pickup_item, drink, victory, wave
2 Months Ago
Only allow camera movement when the input field is not in focus