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314 Commits over 1,157 Days - 0.01cph!

7 Months Ago
Changed all "collider_helper" gameobject colliders on large oilrig to use the Prevent Movement layer so you never get Line Of Sight antihack violations/invalids when shooting directly down from vent openings. These colliders exist to help you get inside the vents. Ran S2P
7 Months Ago
Swapped the 3 lingering black fuel barrels on the top floor of large oilrig with 2 yellow barrels and 1 red barrel (see oilrig_remove_static_oil_barrels) - Ran S2P
9 Months Ago
merge from ah_trajectory_mismatch_fix
10 Months Ago
merge from main
10 Months Ago
Removed swimScale and swimSpeed from riflebullet and snowballgunbullet Projectiles as it was contributing to trajectory mismatch projectile invalids
10 Months Ago
Skip spawning Xmas event gifts to debug.invis players
10 Months Ago
Don't spawn eggs/candy for debug.invis players during seasonal events
11 Months Ago
Missed style file (rhyme time)
11 Months Ago
Change Image material on buttons so they all appear white
11 Months Ago
Dynamically load all gestures from `GestureCollection.Instance.AllGestures` and use their sprite for the button. Halved the looping time of looping gestures to 2.5f seconds. All gestures are working but the sprites can be improved
11 Months Ago
Set selection scrollview content to use preferred size to prevent being able to scroll beyond elements
11 Months Ago
Fixed button text that broke after merge
11 Months Ago
Moved a cliff forward slightly to prevent the backface poking out of terrain. S2P
11 Months Ago
Fixed rock clipping into sewer tunnel in water treatment plant. S2P
11 Months Ago
Editor force on helicopter compile fix
11 Months Ago
merge from editor_force_on_helicopter - resolved merge conflict
11 Months Ago
merge from fishing_village_collider_fix_fix
11 Months Ago
Moved the net that was causing the movement issues. Made my silly collider a little bigger. fishing_village_b s2p
11 Months Ago
merge from fishing_village_collider_fix_fix
11 Months Ago
Reapplied 132483. S2P
11 Months Ago
Add a small helper collider to fishing_village_b to prevent getting stuck https://files.facepunch.com/jacob/1b2911b1/ShareX_e7JzS9nG2E.jpg https://files.facepunch.com/jacob/1b2911b1/Unity_LEpW1Z6TJo.jpg
12 Months Ago
WIP game tip setup for bicycle sprinting, bell and bunnyhopping
12 Months Ago
Fixed sleeping players above-ground being killed by train tunnel PuzzleReset volumes by applying "Ignore Above Ground Players" bool to more prefabs. Prefabs changed: - corridor_straight_a_18m - corridor_straight_a_36m - corridor_straight_a_72m - train_tunnel_double_stop_a - train_tunnel_double_straight_a
12 Months Ago
Ignore debug.invis admins when checking PuzzleReset (contains compile errors from /main)
12 Months Ago
Exception logging change
12 Months Ago
Moved default config generation from Bootstrap to server command `server.writeserverdefaultconfig`. Run codegen. Tested in editor.
12 Months Ago
Clean up logging and include empty defaults in the cfg
12 Months Ago
Use Path.Join and log the path after cfg creation
12 Months Ago
Use StringBuilder to build the cfg
12 Months 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
12 Months Ago
Exclude read-only commands from the default config
12 Months Ago
Merge from main
12 Months 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
12 Months Ago
Merge from main
1 Year Ago
Reapply military tunnel radiation changes from `military_tunnels_radiation_consistency` without merging the whole of naval_update
1 Year 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
1 Year 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
1 Year 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
1 Year 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
1 Year Ago
Renamed killTriggers to crushTriggers and added the triggerMovePos to the list so it is activated/deactivated at the same time as the triggerHurt
1 Year 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
1 Year 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
1 Year Ago
full fix the NRE
1 Year 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
1 Year Ago
Fixed newly introduced TriggerParentEnclosed NRE
1 Year Ago
Removed the InSafeZone check from my new HAB code to match hostile behaviour of BaseVehicle's
1 Year 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
1 Year 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
1 Year Ago
merge from naval_update to get the latest TriggerRadiation.cs
1 Year 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