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12,228 Commits over 2,557 Days - 0.20cph!

3 Hours Ago
Merge from main
4 Hours Ago
Merge from vm_attachment_swap_fix
4 Hours Ago
Fixed viewmodel attachments sometimes not appearing if rapidly switching between weapons
4 Hours Ago
Update SoftMask static constructor to use unity's TypeCache lookup structure instead of iterating over every type in every assembly Was taking 3.5s every domain reload, now takes 4ms Editor only, still iterates over every assembly in a build (but only on boot)
Today
Fix oil rig switch turning off when server restarts S2P oil rig Will require fresh server wipe
Today
Merge from attachment_fx_fix_2
Today
Changed mod_attach and silencer_attach sound defs to use the tiny sound, reduces it's max audible distance from 60 -> 20 (although due to the falloff it's more like 10m)
Today
Subtract 157916 (we do want these sfx to be audible to other players, just with a smaller distance)
Yesterday
Calf initial setup
Yesterday
Hooked up testing patrol path Update walk states
Yesterday
New LIvestockAnimal class, Cow now derives from that
Yesterday
Merge from skin_randomiser
Yesterday
Some checks
Yesterday
Added support for builtin skins to have a random selection of materials Exposed as MaterialRandomSet, stores an array of material arrays Randomised based on world position so it should consistent between clients
Yesterday
Merge from attachment_fx_fix
Yesterday
Refactor ItemModSound to apply it's sounds client side based on UI drag/drop as opposed to after the fact on the server side Fixes attachment equip/unequip sounds being audible by other players - no other item movement logic in the inventory causes sounds like this Also saves a message being sent from the server every time an attachment is equipped so a mild bandwidth improvement as well
Yesterday
Merge from bag_compass_marker
Yesterday
Add the option to display a sleeping bag/bed/etc on the compass Only one can be shown on the compass at once, can be toggled by looking at the bag (not via the map)
2 Days Ago
Added a patrolling state, cycles through some positions and changes walk speed every 10 seconds to demo different speeds
2 Days Ago
Added some placeholder sparks and smoke to the fuel pumps when they are producing oil
2 Days Ago
Added a scene view gizmo showing the player model when a Generic Mountable Animation Sub System is selected Matches the existing mountable gizmo behaviour
2 Days Ago
Create a new Player_LowerBody_RootPosition avatar mask, apply to bar stools
2 Days Ago
Subtract 157099
3 Days Ago
Merge from workshop_subsystems
3 Days Ago
Very annoying refactor to add support for AnimationSubSystems to the workshop preview scene Sub systems can now be initialised with just a PlayerModel and no BasePlayer
3 Days Ago
Merge from invoke_cleanup
3 Days Ago
Fixed a missing CancelInvoke in Climate
3 Days Ago
Fixed up ItemModConversation, it's just a prototype and not in use but it's bad code
3 Days Ago
Fixed most cases of Invoke being used with a string parameter and not a method (which usually won't work on the client) Notable cases I left untouched: CommunityUI Notable cases I fixed that might fix bugs in game: -UVTextureAnimator, looks like it might be used for some blood fx -WillifeHazard scaling (snakes)
3 Days Ago
Merge from terrain_copy_window
3 Days Ago
Added a car lift to dome (editor only)
3 Days Ago
S2P large oil
3 Days Ago
ElectricGenerator now saves/loads it's requiredPowergridStage Otherwise any setting to this in monuments would be lost on server restart
3 Days Ago
Bake into a MeshTerrainRoot so the final result is more usable and can be moved around
3 Days Ago
Server fix, grey out foliage option at edit time
3 Days Ago
Add foliage support
3 Days Ago
Created a new Terrain copy paste window that wraps the functionality of the existing copy paste tool with some nicer UX Updated it to bake out the terrain, using the terrain baker from the tropical island
3 Days Ago
IOEntityEditor is now a dockable toolbar
3 Days Ago
Fix NRE on boot of standalone monument scenes (PowergridManager)
3 Days Ago
Fixes
5 Days Ago
Merge from main
5 Days Ago
Cow will now run if the player it's following gets too far away
7 Days Ago
Fixed codegen not being able to generate code for entities in namespaces Added follow interaction to cows, they will follow a player who interacts with them until dismissed
7 Days Ago
Added livestock scene to dev menu
7 Days Ago
Merge from roof.bottom.line conditionals consistency pass
7 Days Ago
Merge from Piano_AnimFix
7 Days Ago
Merge from apartment_complex_monument (swing jumping)
7 Days Ago
Merge from swing_launch
7 Days Ago
Fixed redundant RendererLOD on door.hinged.industrial_a_e Fixed missing MeshCull on CCTV yaw mesh
7 Days Ago
Merge from main