userMartyn Chapmancancel

1,302 Commits over 487 Days - 0.11cph!

4 Months Ago
S2P powerplant
4 Months Ago
Merge from PlayerMaintainedMonuments
4 Months Ago
When powergrid stage changes now notify all powergrid entities via a work queue instead of churning through them all in 1 frame Work queue process order is sorted by distance, entities closest to the powerplant receive notification of a stage change first Update powergrid.status convar
4 Months Ago
Setup larger powerplant fusebox, placed in powerplant. S2P Reduce default fuse condition loss rate, was silly high for testing
4 Months Ago
Merge from PlayerMaintainedMonuments
4 Months Ago
Fix RendererLOD not swapping LOD meshes when used with StagedResourceEntity
4 Months Ago
Merge from satellite_crash
4 Months Ago
S2P dome, large oil rig
4 Months Ago
Merge from PlayerMaintainedMonuments/powergrid
4 Months Ago
New powerline effects turn on/off with powergrid
4 Months Ago
Merge from PlayerMaintainedMonuments
4 Months Ago
Manifest
4 Months Ago
Merge from main
4 Months Ago
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4 Months Ago
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4 Months Ago
Merge from conversation_typewriter_fixes
4 Months Ago
Fix the NPC conversation UI typewriter effect duration not scaling correctly with frame deltatime Adjust timings for displaying the next char delay
4 Months Ago
Merge from paintball_fixes
4 Months Ago
Fix paintball overalls always appearing white in third person Fixes for paintball gun entity not always having the correct visual state in third person
4 Months Ago
Merge from m16a2_viewmodel_fix
4 Months Ago
Compile fix
4 Months Ago
Merge from main
4 Months Ago
Merge from monumentisland_apartments_fix
4 Months Ago
Fix empty monument island loading apartments
4 Months Ago
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4 Months Ago
merge from m16a2_viewmodel_fix
4 Months Ago
Merge from PlayerMaintainedMonuments/powergrid
4 Months Ago
Supermarket scene playable in editor
4 Months Ago
Merge from PlayerMaintainedMonuments/powergrid
4 Months Ago
Update supermarket freezer so new effects are toggled on/off with power S2P supermarket
4 Months Ago
Fix the fuse gib being created every time a fuse would leave its item slot for any reason
4 Months Ago
S2P powerplant
4 Months Ago
Merge from PlayerMaintainedMonuments
4 Months Ago
Run S2P on outpost, launch site, and powerplant again after stomping changes from 156459 Manually disabled shadows on wire_prefab Codegen
4 Months Ago
Merge from main
4 Months Ago
Compile fix 2
4 Months Ago
Merge from culling_falsepos_improv
4 Months Ago
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4 Months Ago
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4 Months Ago
Fix StagedResourceEntity not being able to retrieve which meshes to use if the source asset has no auto generated LODGroup component Instead just use first found renderer as LOD0
4 Months Ago
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4 Months Ago
Also fix MeshLOD spamming errors when first adding the component
4 Months Ago
Implement arted up variant of powerplant fuse box - Fuses visible in fusebox according to which slot they are placed in - Use gib for popping out spent fuses - Add custom loot panel for the powerplant fuse boxes - Move powerplant fuse condition loss to a convar Also: - Fix all invalid slots being visible for a frame when opening a loot panel with 'hideInvalidIcons' enabled - Fix loot panels reverting to the quick craft panel when closing the entire panel
4 Months Ago
Update blast door blocker to use RendererLOD
4 Months Ago
Merge from MonumentBlockers2
4 Months Ago
Merge from PlayerMaintainedMonuments
4 Months Ago
Update editor helper message for when shadows will be disabled on RendererLOD and MeshLOD due to recent change there Default value for serialized States in RendererLOD is now an empty array to stop it NRE spamming in editor when adding a new RendererLOD component Removed a garbage allocation in RendererLOD::NotifyLODChange
4 Months Ago
Merge from PlayerMaintainedMonuments/Heavy Fuse
4 Months Ago
Update supermarket loot fridge with new freezer asset S2P supermarket