136,848 Commits over 4,444 Days - 1.28cph!

1 Year Ago
Reduced bicycle sprint time a little. Reduce bike brake power a bit (all bikes). Increase trike max steer at high speed.
1 Year Ago
1 Year Ago
merge from main -> monument_scenes
1 Year Ago
Hooked up motorbike damage FX and instrument lights
1 Year Ago
Motorbike pitch stability edit
1 Year Ago
Merge main -> Bikes
1 Year Ago
emissive tweaks for lods, reversed indicators so they function like real ones (off default) , tweaks to lodding values especially turrets
1 Year Ago
Reconvert prefabs excluding RendererLOD
1 Year Ago
Cherrypick moss prefabs
1 Year Ago
Skip RendererLOD for now
1 Year Ago
Fix RendererLOD not having it's settings copied over by BiomeVisuals2
1 Year Ago
Merge from main -> biome_visuals_2
1 Year Ago
Merge from fix_barricade_subway_entrance -> main
1 Year Ago
Fixed "not in terrain" error phrase accidently defaulting to "Can't Place On Monument" - only affected phrases when generated, didn't affect the ingame messages (yet) Move a few more error phrases to the ConstructionErrors class
1 Year Ago
Fix subway entrance prefabs not having `PreventBuildingMonumentTag` as they aren't apart of the S2P system that all other monuments are - should fix them not being placeable outside of subway entrances
1 Year Ago
Merge from main -> fix_barricade_subway_entrance
1 Year Ago
merge from editor_count_components -> main
1 Year Ago
Added right click menu option `Stats/Component Count` - print the number of each type of component of the selected GameObject - if multiple objects are selected, prints the amount per object
1 Year Ago
Hide hooded player map position from team members
1 Year Ago
handcuff sounds set correct inventory handling sounds on prisoner hood
1 Year Ago
Collision FX. Color space fix on med explosion texture. (Unrelated)
1 Year Ago
merge from simulate_compile_errors -> main
1 Year Ago
Added `Switch/Test Compile Errors` menu option - will run parallel dotnet build in background in CLIENT and SERVER mode even if you are in CLIENT + SERVER - will output whether the build succeeded or failed (and include the errors) - only runs on windows atm
1 Year Ago
Damage effects for motorbikes. Road FX tweaks.
1 Year Ago
bike & motorbike sounds
2 Years Ago
Don't create a death marker
2 Years Ago
Milder throttle exhaust. Will get more pronounced with damage.
2 Years Ago
Merge Travelling Vendor -> Main (yet again!)
2 Years Ago
Added client check for editor script
2 Years Ago
Travelling Vendor -> Main
2 Years Ago
Fixing compile error
2 Years Ago
Fixed override steering bug Increased time between pullovers
2 Years Ago
Merge Travelling Vendor -> Main
2 Years Ago
remove ambient sound from travelling vendor vending machines
2 Years Ago
Fix hot air balloon immediately deflating after server transfers
2 Years Ago
Fix player's parent incorrectly being removed in BasePlayer.EndSleeping
2 Years Ago
Damage WIP
2 Years Ago
Greatly improved the performance of vendor position pull over collider check
2 Years Ago
Merge from runtime_profiling_update_markers -> main
2 Years Ago
Simplify StartOfFrameHook as the first of FixedUpdate() or Update() Rename "CPU" in perf 6 -> "SCRIPTS" Estimate time taken to measure Physics.Update() - time taken between `FixedUpdate()` and `yield WaitForFixedUpdate` - include physics update time in server runtime profiler - add to perf 8 alongside FixedUpdate ms
2 Years Ago
Wallpaper pickable using a hammer
2 Years Ago
Drive for a bit before switching off indicators Removed another sphere
2 Years Ago
Fixed unset indicators on pull off
2 Years Ago
Fixed another bug with hazards Commented out debug spheres
2 Years Ago
Reduced serverside max steer angle to a more realistic maximum Swapped right indicator use flags that are actually free Setup hazard lights on pull over Prevent explosives from being able to be placed on the vendor Fixed issues with right indicator
2 Years Ago
Fixed DNumSlider reset to default via MMB not functioning correctly Entity.GetBodyGroups returns "empty" for submodels with no meshes Added Entity.GetFlexType ( id ) = string Returns model defined flex controller "type" or the group Added Color:Lerp( target, frac ) Small changes * Fix DForm description * DNumSlider.SetEnabled also affects its DLabel * Finger poser and Faceposer correctly rebuilds UI on loss of entity * DLabel.SetDark disables SetBright, and vice versa * DLabel.SetHighlight always overrides SetDark AND SetBright Added string.NiceName & use it for bodygroup names It converts "names_likeThis" to "Names like This". There have been multiple implementation in the base game, which are not all using the same function. IMaterial:GetColor returns an actual Color Disabled DLabel has faded out colors Fixed file.AsyncRead erroring after Lua shutdown Faceposer flex groups The groups are defined by the models themselves. https://files.facepunch.com/rubat/2024/June28-263-UnwittingEthiopianwolf.jpg
2 Years Ago
Merge from runtime_profiling_update_markers -> main
2 Years Ago
Add script execution time for Update(), LateUpdate() and FixedUpdate()
2 Years Ago
Added wallpaper conditional models to all stones building block prefabs
2 Years Ago
Damaging wall removes attached wallpaper (only one hit atm)