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10,940 Commits over 1,950 Days - 0.23cph!

2 Months Ago
Unsaved
2 Months Ago
Allow debug.ent_find_radius to work in live gameplay (was just demos)
2 Months Ago
Merge from world_update_2
2 Months Ago
Fixed NRE when looking at water if radiation water map doesn't exist
2 Months Ago
Fixed water well food cache and npc spawner marked as Client Cull while breaks spawning when used in MonumentIsland S2P affected water wells
2 Months Ago
Update the liquid push targets if we encounter a push target that is no longer valid while moving water around
2 Months Ago
FIxed spawn point gizmos showing a secondary, incorrect cyan circle
2 Months Ago
Added more crate spawn points and standardised all of the dive sites to spawn the same amount of crates
2 Months Ago
Add shark spawner to the spawn groups list on new divesites so it won't retire until the shark is killed (matching behaviour of old dive sites)
2 Months Ago
Added a UseCurve option to GameObjectToggleState and an accompanying curve, if the curve value is greater than 0 it will be considered on Allows us to toggle an object on and off multiple times in a single state
2 Months Ago
Possible NRE fix in PushLiquidThroughOutputs
2 Months Ago
Merge from world_update_2
2 Months Ago
Fixed not being able to spray decals on half walls, low walls, doorways and windows when using the shipping container skin
2 Months Ago
Possible fix to CH47 killing it's mounted scientists twice, leading to some exceptions Also switched a string based invoke to a direct method call
2 Months Ago
Reapply PlayerLoot change
2 Months Ago
Merge from main (doing this on a branch as there were some tricky conflicts, will likely need manual fixes)
2 Months Ago
Merge from world_update_2
2 Months Ago
Swap out spawner
2 Months Ago
More divesite E fixes
2 Months Ago
Rebuild divesite E after the directory changes in 104327 broke most of the models Added junkpile mounds to bridge the gap between the geometry and terrain
2 Months Ago
Convert junkpile_base to meshlod Add some junkpile_base meshes to divesite D and F to hide the gaps between the rock meshes and the terrain
2 Months Ago
Switch divesite D and F to JunkpileWaterSpawners for their crates, fixes crates getting orphaned when a dive site is retired or go through a save/load
2 Months Ago
MeshLod divesite d and f
2 Months Ago
Split the buoy section of divesites into a new child entity that bobs up and down on the server and uses SyncPosition Solves mismatching colliders on the client causing flyhack and raycast issues Only animates on the server if a player is within 128m Added a slight rotation over time
2 Months Ago
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2 Months Ago
Fixed not being able to mount or unmount submarine at dive site D (incorrect trigger layer)
2 Months Ago
Merge from elevator_parenting_collision_improvements
2 Months Ago
Merge from main
2 Months Ago
Fix Scene2Scene process running HLOD generation 3 times when generating prefabs and scenes Only run the first bake, subsequent HLODBounds generation calls will use cached mesh and materials (still runs everything else) Needs to be implemented when calling the S2P generation methods (see HLODBounds.ResetMultiBake in SceneToPrefab
2 Months Ago
Merge from world_update_2
2 Months Ago
Rework UnwrapBakers final asset output process to update and resave assets instead of deleting and recreating assets Fixes Scene2Scene workflow missing HLOD meshes because subsequent runs would delete the assets, losing their connection
2 Months Ago
Increase bounds padding on elevator lift Scaffolding mesh collider is disabled while an elevator is in motion to prevent players clipping into them and getting dismounted
2 Months Ago
Merge from world_update_2
2 Months Ago
Halve the HLOD distance of both harbors
2 Months Ago
Added mission points to divesite D, E, F so diving missions work
2 Months Ago
Set static planter wetness client side to full, might solve some flickering issues
2 Months Ago
Fixed extra material pass on small planter, both player placed and static versions
2 Months Ago
Merge from fog_motion_fix
2 Months Ago
Replaced a frequent vis check on FogMachine with a trigger volume when motion sensor mode is active, should result in no performance cost at all if no players are nearby Reduced the frequency from twice a second to once every 1s-1.5s
2 Months Ago
Merge from world_update_2
2 Months Ago
Reverted accidental Procedural Map scene change
2 Months Ago
Merge from world_update_2
2 Months Ago
Fixed incorrect building grade lookup in creative mode (need to check skin id as well)
2 Months Ago
Hooked up water well NPC avatar
2 Months Ago
Merge from elevator_ShouldNetworkTo_fix
2 Months Ago
Merge from team_ids_run_from_server
2 Months Ago
Revert fix in 104383, instead don't check the parents ShouldNetworkTo if the entity returns false from ShouldInheritNetworkGroup
2 Months Ago
Merge from main
2 Months Ago
Merge from world_update_2