userJarryd Campicancel
reporust_rebootcancel

12,334 Commits over 2,223 Days - 0.23cph!

2 Months Ago
Obscure the underlying map image by 0.15 seconds when opening the map, prevents the map image being visible for a few frames while the fog is fading in
2 Months Ago
Disable condition on compass
2 Months Ago
Clean up v_compass.anim.controller missing local files
2 Months Ago
Merge from compass
2 Months Ago
Fix resetfogofwar command
2 Months Ago
Possibly, maybe, finally fixed loading fog of war from a save
2 Months Ago
Switch to RGBAFloat for fog images, looks better and matches the data we're using in the jobs. Still broken after loading though
2 Months Ago
Fog of war works on death screen map
2 Months Ago
Compile fix
2 Months Ago
Fix fog not clearing immediately on spawn
2 Months Ago
Better initialisation flow for hardcore map, stops parts of it running when booting up in vanilla
2 Months Ago
Merge from main
2 Months Ago
Added debug.resetfogofwar
2 Months Ago
Compile fixes
2 Months Ago
Merge from fogofwar
2 Months Ago
Disable map markers (exposed option on game mode entity)
2 Months Ago
Run the fog of local update in a job per grid tile, saves 0.25ms a frame
2 Months Ago
Upload the fog images every 10s (was 4)
2 Months Ago
Fix fog of war appearing in non-hardcore mode Expose reveal radius on game mode Fixed weird repeating pattern on fog texture
2 Months Ago
Merge from main
2 Months Ago
Merge from parent
2 Months Ago
New SimpleIOEntity component, just has a required power amount, good for simple things like non physics based lights Applied to new wall cabinet
2 Months Ago
Apply delta time
2 Months Ago
Expose a MovementMultiplier slider to SimpleFloatingEntity
2 Months Ago
Save and load fog
2 Months Ago
Finally fixed the texture space being calculated incorrectly
2 Months Ago
Enable map in hardcore WIP bringing back fog of war, taking some parts from the old MapEntity class from 2016 (lol) Local fog generation working, map shader updated to work with canvas group alpha Position is offset for some reason, still investigating
2 Months Ago
Reapply game mode changes
2 Months Ago
Merge from main (stomp local BaseGameMode changes, will need to reapply)
2 Months Ago
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3 Months Ago
Fix minigun world model briefly spinning when being equipped in third person
3 Months Ago
Changed "Failed to find DungeonBaseRoot" and "Failed to find DungeonGridRoot" to warnings in builds, as this is expected to occur in primitive mode and shouldn't result in errors
3 Months Ago
Possible BaseOven.CookVisuals NRE fix
3 Months Ago
Moved the scientist giving the outpost spawn point mission to a nearby sidewalk Switched the spawn point name from Compound -> Outpost
3 Months Ago
Merge from main
3 Months Ago
Reduced flickering from dropped flares Completely remove flickering if limit flashing option is enabled
3 Months Ago
Remove temp testing walkways
3 Months Ago
Re pivoted all of the floating walkway prefabs and adjusted the buoyancy points for better movement
3 Months Ago
Possibly fixed simple floating platforms flipping
3 Months Ago
Fixed SimpleFloatingEntity running logic if no players are nearby
3 Months Ago
Copy the terrain water system over to the floating city system so that water level queries work as expected (copied from craggy) Added a new ForceSpawnPoint component, if this is present in a scene the player will always spawn there (editor only)
3 Months Ago
Merge from main
3 Months Ago
Merge from parent
3 Months Ago
Hide another incorrect prefab id error Fixed case senstivity causing editor to think entities are missing from the manifest
3 Months Ago
Syncvars and Protobuf, save into separate scene
3 Months Ago
First pass on a better onboarding demo
3 Months Ago
Don't show manifest info if entity is in a scene
3 Months Ago
Don't show manifest fix options if prefab ID is 0