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14,655 Commits over 2,619 Days - 0.23cph!

2 Years Ago
Undo directionalLightIntensityDepthMultiplier changes from yesterday
2 Years Ago
Merge from world_update_2/dynamic_underground_network_groups
2 Years Ago
Merge from world_update_2/dynamic_underground_network_groups
2 Years Ago
Applied the network group toggle to the train_tunnel_volume prefab so it's applied across everything Disable the network group toggle on the slope up and down transitions as they would shift the network group up too much Fixed thresholds getting reset in Client/Server mode
2 Years Ago
Merge from world_update_2/dynamic_underground_network_groups
2 Years Ago
Added a new NetworkType field to EnvironmentVolume Volumes marked TrainTunnels will now lower the train tunnels network threshold to match the top of their volume Marked all train tunnel volumes as the appropriate network group This should resolve entities built on the bottom of canyons being considered underground and not networking to the surface This includes a cherrypick form the dynamic_underground_network_groups branch
2 Years Ago
MeshLOD can now be used with DeferredMeshDecals, handles turning on and off and swapping LOD levels and updating the decal accordingly Re-enabled glue models in compound
2 Years Ago
Disable the glue prefabs in compound for now to resolve error on joining
2 Years Ago
Merge from world_update_2/waterwell_update
2 Years Ago
Reduced light extinction underwater Added directionalLightIntensityDepthMultiplier, adjusts the sun/moon light intensity based on the players underwater depth (to counteract the above extinction changes but still allow underwater light sources) Currently printing the current water depth every frame for testing
2 Years Ago
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2 Years Ago
Reworked invisible npc shopkeeper init process so we can diasble the vending machine collider when the attached NPC is dead Resolves a few issues, most notably the ragdoll of killed water well shopkeepers behaving incorrectly (because they were spawning inside a collider)
2 Years Ago
Removed a loading platform renderer in outpost that wasn't part of a LOD Converted all of the glue decals to MeshLODs for memory savings and allows them to be included in the HLOD disable list HLOD and S2P outpost
2 Years Ago
Fixed selected creative grade not being consistent across all grades, now uses the order of the foundation block
2 Years Ago
Delete ParticleIKFix script, not used and has been replaced by better solutions
2 Years Ago
Allow the static team ids in ESPPlayerInfo to be run from server (eg. GreenTeamId, RedTeamId, BlueTeamId, etc)
2 Years Ago
Fix NRE when an empty string is bound to an input
2 Years Ago
Fixed some world models getting spawned at the incorrect scale (scale at prefab level isn't respected by gameManager.CreatePrefab, manually apply scale after spawning)
2 Years Ago
Fixed mods calling ConVar.global.quit(null) failing due to the new argument check
2 Years Ago
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2 Years Ago
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2 Years Ago
WIP adjusting underground network thresholds based on EnvironmentVolumes marked as part of train tunnels (needs tuning, currently marks most of the underground system as part of the caves layer)
2 Years Ago
Fix not being able to reskin industrial door with spraycan
2 Years Ago
Added server.allowUndergroundNetworkGroups replicated convar to control the new underground groups behaviour, enabled by default Should not be modified at runtime, set it on startup
2 Years Ago
Added espcanvas.UseRandomTeamColours convar, will render the nametag of teams with a random colour (requires espcanvas.ColourCodeTeams to be true) Uses a selection of 49 colours based on the team id, if more than 49 unique teams are on the server then colours will start repeating
2 Years Ago
WIP editor for TweakUIPresetSelect for easier editing of preset blocks
2 Years Ago
Applied new changes to ak for testing
2 Years Ago
Exposed support for IK hint on left hand
2 Years Ago
Simplified editing process, eliminated a few button presses
2 Years Ago
Sample three points from the aim poses instead of two, use barycentric co-ordinates to blend between them
2 Years Ago
Update model components, disable deprecated stuff
2 Years Ago
Updated aim data
2 Years Ago
Fix conflicting right hand aim
2 Years Ago
Merge from world_update_2/waterwell_update
2 Years Ago
Another pass on vending orders
2 Years Ago
Remove some old hacks to fix save games (again)
2 Years Ago
Added explicit versions of TakeFrom to eliminate param[] allocation
2 Years Ago
Fixed dead npc shopkeepers using the wrong loot panel, a symptom of them not using the correct corpse prefab Involved moving CreateCorpse override up a level from HumanNPC to NPCPlayer, this turned into a bit of a refactor as I cleaned up the copy+pasted CreateCorpse methods in FrankensteinPet, ScarecrowNPC and GingerbreadNPC, exposed any differences in their corpse generation process as virtual properties (see CorpsePath, ShouldCorpseTakeChildren, KeepCorpseClothingIntact, OverrideCorpseName, ApplyLoot, CopyInventoryToCorpse)
2 Years Ago
Remove Gibbable, GroundWatch components from new planters, mark them as immortal Added 1x planter to water well A Added 2x planters to water well B Fixed parenting of planter in water well D and E S2P all wells
2 Years Ago
Merge from parent
2 Years Ago
Apply an item category to the individual wallpaper skins so OnValidate stops complaining
2 Years Ago
Fixed the binocular overlay not scaling correctly with interface scale
2 Years Ago
Replace Physics.Raycast with GamePhysics.Trace inside BasePlayer.CheckLookingAtVisible, fixes not being able to pick up dropped items that are dropped in terrain collision ignore areas (notable in power plant)
2 Years Ago
Merge from hackweek_accessibility_colourblind
2 Years Ago
Fixed deuteranopia typo Adjusted default deuteranopia values based on feedback
2 Years Ago
Merge from main
2 Years Ago
Update manifest, fixes revolver not loading
2 Years Ago
Updated the mesh sampling system on the spraycan free spray to find and use a valid wallpaper renderer, fixes free hand sprays appearing below wallpapers
2 Years Ago
Added an alternative dryfire rate so that the dryfire animation can be played faster than the fire rate on slow firing weapons Set to 0.2 on the revolver