userJake_Richcancel

4,179 Commits over 1,157 Days - 0.15cph!

54 Days Ago
Turrets are less accurate when shooting players on moving trains - 10% chance to miss per m/s of train velocity (convar trainturretinaccuratepervelocity) - works out to 35% chance to hit at 10 m/s (medium speed) and 12% chance to hit at 20 m/s (high speed)
54 Days Ago
merge from fix_corpse_limited_slots -> main
54 Days Ago
Increase slots of corpse remains (what the corpse despawns into) from 36 -> 42 slots to fix edge cases where the player corpse has more items than the corpse remains can hold causing extra items to go straight onto the ground - switch loot panel from generic -> generic_large to show >36 slots
55 Days Ago
merge from fix_outbreak_death_icon -> main
55 Days Ago
Fix outbreak scientist loadout losing the DeathIconPrefab reference as well
55 Days Ago
merge from fix_oil_rig_invisible_collider -> main
55 Days Ago
55 Days Ago
Fix invisible collider on top level of large oil rig
55 Days Ago
merge from qol_chainsaw_ammo_count -> main
55 Days Ago
Refactor Item.ammoCount -> Item.clientAmmoCount - was confusing as the code was setting the item's ammo count but also reading ammoCount from the entity when being networked to make it reliable - this worked for client but caused the server's item ammoCount to not always be correct - remove server assigning ammoCount to the item since it's redundant - switch VendingMachine to look directly for HeldEntity instead of looking at item's ammo count
55 Days Ago
Fix chainsaws not showing their fuel count when inside a chest
55 Days Ago
Fix #SERVER compile error for attack helicopter `timeReloadHeldDown`
55 Days Ago
merge from qol_attack_heli_ammo_select -> main
59 Days Ago
Fix compile error
59 Days Ago
Add ability to select either HV rockets or incendiary rockets when you are the pilot of an attack helicopter - default to only using HV rockets - hold 'R' to open radial menu to switch ammo (similar to guns) - switching ammo doesn't trigger reload, it only chooses what rockets are prioritized Press 'R' to trigger manual reload of attack helicopter rockets - same as reload when you use full volley of rockets - won't reload if you have 6/6 rockets available to shoot Pass delta into LocalInput method so holding 'R' for 0.25s brings up radial menu - at some point the method was changed from Update() to ClientTick() meaning it's called at 32hz instead of at client framerate - clamp delta to 0.25s so it doesn't feed a huge delta value into ClientInput if the client doesn't send ticks for a larger interval
3 Months Ago
merge from main -> building_los_fix
3 Months Ago
merge from fix_outbreak_scientist_underground -> main
3 Months Ago
merge from main -> fix_outbreak_scientist_underground
3 Months Ago
Don't spawn outbreak scientists under ground (aka inside train tunnels)
3 Months Ago
merge from qol_explosive_protection_max -> main
3 Months Ago
Add `max_explosive_protection` convar to limit maximum amount of explosive protection a player can get - default 75% protection - only applies to real players, not NPCs - show [MAX] 75% when at limit, similar to radiation
3 Months Ago
merge from outbreak_outfit -> jungle_update
3 Months Ago
NVG outfit stomped it's death icon again?
3 Months Ago
merge from outbreak_outfit -> jungle_update
3 Months Ago
Reimplement loadout stripbehavior with bools - only clear wearables for NVG outfit - only clear wearables for outbreak outfit (don't clear belt, only add item)
3 Months Ago
Reserialize loadouts with their new fields
3 Months Ago
Switch loadouts from an enum to control what contains are stripped to a separate bool per container - allows to to control what items are replaced vs added additively
3 Months Ago
Add jungle loadout to SpawnHandler - for jungle only for now because Unity doesn't want to serialize Dictionary<Biome,Loadout> Give out jungle outfit to scientists that spawn in the jungle biome - handle in base level SpawnGroup - covers junkpiles and monuments, manually spawned scientists don't follow this
3 Months Ago
only overwrite death icon when a loadout has a death icon provided
3 Months Ago
Fix NVG loadout for military tunnel scientists having it's death icon stomped in CS 110444
3 Months Ago
Commit all reserialized prefabs from the manifest being generated (without loot tables!)
3 Months Ago
Update manifest
3 Months Ago
Cherrypick from CS 118901 (manifest don't generate loot tables)
3 Months Ago
merge from outbreak_scientist -> jungle_update
3 Months Ago
merge from fix_tree_tool_init -> main
3 Months Ago
Commented out [InitializeOnLoad] for TreeToolRenderer but it still shows in scene after restart, guess it's not needed?
3 Months Ago
merge from fix_manifest_generate_loot -> main
3 Months Ago
Ensure all assets are written to disk after `Update Loot Tables` is ran
3 Months Ago
Prevent generating manifest from generating new loot tables - only runs manually via `Tools/Update Loot Tables`
3 Months Ago
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3 Months Ago
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3 Months Ago
Fix HE grenade having 80 explosive player damage instead of 90 (after making player specific damage)
3 Months Ago
Configure lanes on client when connecting to server (previously it didn't set any lanes on client) - fixes client paste in steam networking not having a lane to send on - use same lanes the server uses
3 Months Ago
Apply GameSetup initializationCommands to the commandline so you can set steam networking from inside the editor
3 Months Ago
Assign player specific damage values for the rest of explosives - convert blunt + bullet + explosive -> explosive damage for players only
3 Months Ago
Update F1 grenade, HV rocket and HE grenade with their player specific damage values
3 Months Ago
Attempt #2: Instead of adding a new damage type, allow explosives to provide player-specific lists of damage - similar to how salvaged hammer has a separate damage list for deployables vs walls - pass in normal damage vs player damage depending on what is hit - default to normal damage if player damage is unassigned - allows better control when trying to untangle the web of melee + bullet + explosive damage from explosives than a single PlayerExplosive damage type provided
3 Months Ago
Add 180 PlayerExplosion damage to HV rocket (30 explosion + 150 blunt)
3 Months Ago
Convert PlayerExplosion damage -> Explosion damage when players are attacked - functions as "player specific explosion damage" while keeping normal explosion resistances of armor Scale PlayerExplosion damage to zero for all other entities (so PlayerExplosion doesn't anything other than players)
3 Months Ago
All ProtectionProperties get reserialized after adding new damage type