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11,006 Commits over 1,950 Days - 0.24cph!

3 Years Ago
Another attempt at a method for updating UI with destroying/recreating UI Adding "allowUpdate":true to a component will do a gameobject lookup by name and update just the included variables Better than the last approach as it's not relying on reflection and keeps the logic contained to CreateComponents
3 Years Ago
Merge from main
3 Years Ago
Move NPCWalkAnimation to the persistent work queue
3 Years Ago
Moved laser beams to the new persistent work queue Removed a redundant bit of extra work for non weapon mounted laser beams Fixed voice props laser lights not loading their speed setting properly if they were on while the server was loaded
3 Years Ago
Fixed first person spectating not properly displaying grenade launcher reloads
3 Years Ago
Added a prefab version of analytics trigger (Assets/Prefabs/Misc/Analytics) Added trigger to entrance_monuments_a and entrance_monuments_b Adjusted name of each event in monument scenes S2P trainyard, powerplant, military tunnel, launch site, both harbors, excavator, compound and airfield
3 Years Ago
Added a TriggerAnalytic component that can send an event every time a player enters it Includes a per-player timer so a player can't trigger it more than once every two minutes
3 Years Ago
Fixed train tunnel deaths only counting if they are in or near the entrance stairwell (should now be counted anywhere in the tunnels)
3 Years Ago
Merge from main
3 Years Ago
Fix oil rig deaths not being counted (incorrect monument bounds on OilrigAI prefabs) S2P
3 Years Ago
Merge from main
3 Years Ago
Fixed a bunch of exceptions and rendering issues in the Viewmodel testing scene
3 Years Ago
Hot air balloons will now disable global broadcast if they are grounded, the engine is off and they are deflated
3 Years Ago
WIP on reducing the number of layout components (156->93) as layouts can take anywhere from 0.3 to 0.8ms a frame Removed layouts on item blueprint buttons (and improved sizing for non-english languages on New text) Disabled contents of AI designer panel when not in use Disabled layouts on conversation screen Disabled contents of NetGraph when not in use
3 Years Ago
Don't update FlameJet LineRenderers if it's not active
3 Years Ago
Add new PersistentObjectWorkQueue, similar to ObjectWorkQueue<T> but designed to iterate over a non-changing list of objects Implemented new queue on LightgroupAtTime (consistently taking 0.6ms a frame, new limit is 0.1ms) Fixed ObjectWorkQueues never actually starting the stopwatch (this will be causing performance impacts on clients and servers)
3 Years Ago
SegmentMaskPositioning no longer allocates 432 bytes every frame and is faster (this component is active whenever the inventory is open) Remove a duplicate mounted check in BasePlayer.ClientUpdate
3 Years Ago
Checking an animator bool and not assigning if necessary is slightly faster than setting it every frame, so do that in PlayerModel.UpdateParameters
3 Years Ago
Don't get voice processor volume on NPC's
3 Years Ago
Store the last hit info when a player takes damage If a player suicides while wounded, use the last hit info for the death screen and stats This should fix so many player deaths being reported to analytics as suicides when they've actually been killed by other means, as well as making the information displayed on the death screen more accurate
3 Years Ago
Raise zipline dismount points at water treatment plant, S2P
3 Years Ago
Improved dot product check on chain connections Chain connections are now multi-directional
3 Years Ago
Ziplines can now travel up to 3m higher than their departure point
3 Years Ago
Merge from parent
3 Years Ago
Add ziplinelaunchpoint.report that prints out the total ziplines and some length information (total and average)
3 Years Ago
Increase the max number of teammates that the map can display to 40 (was 16)
3 Years Ago
More proc gen tweaks
3 Years Ago
Merge from parent
3 Years Ago
Improved animated ease in when mounting a zip line, player rotation should look less awkward
3 Years Ago
Merge from main
3 Years Ago
Stop error when opening a vending machine from the marketplace screen with missing merchandise info (still shows an empty slot, but at least it won't disconnect the client)
3 Years Ago
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3 Years Ago
Fixed NRE when killing a shark with a torpedo
3 Years Ago
Experimenting with a way to update UI in place instead of having to recreate objects
3 Years Ago
Reapply changes from main
3 Years Ago
Update from repository (merge pull request 22, 28 and 30, add NeedsKeyboard support)
3 Years Ago
Radio updates
3 Years Ago
debugcamera_lock will no longer stop debugcamera_autoload from working
3 Years Ago
Merge from main
3 Years Ago
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3 Years Ago
Client compile fix Sleeper nametags will now ignore ESPCanvas.OverrideMaxDisplayDistance (the nametag will display when at close range as usual)
3 Years Ago
Fixed grenade launcher shells not appearing correctly in death screen
3 Years Ago
Added support for scientists to show an icon on the death screen, added a temporary icon
3 Years Ago
Fixed static floor spikes Fixed cases where an entity would display as the attacker and weapon (landmine, flame turret)
3 Years Ago
Better display (localized/icon) when killed by compound turrets, grenades (beancan, f1, etc)
3 Years Ago
Being killed by a deployed entity will now show the icon for that entity in most cases (auto turret, spikes, external walls, campfires, etc)
3 Years Ago
Added the ability for the death screen to show translated NPC names and icons
3 Years Ago
Add ESPCanvas.ColourCodeTeams, will make nametags of all players on team ID 1 appear as green, team ID 2 will appear as red
3 Years Ago
Fixed 3rd person effects on ice ak appearing while in first person (floating ice cloud)
3 Years Ago
Merge from powerline_zipline