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757 Commits over 365 Days - 0.09cph!

26 Minutes Ago
Merge from main
3 Hours Ago
Merge from setflag_change
3 Hours Ago
Merge from main
4 Hours Ago
Bring usages of obsolete SetFlag back to 0 after merge
5 Hours Ago
Merge from main
Merge from main
Merge from editorshortcut_selectprefabroot
Merge from lr300space_display_fix
Changed physics material on barricades blocker from metalore to metal Remove some debug logs from MonumentBlocker script
Compile fix
Merge from main
4 Days Ago
Fix compile error
4 Days Ago
Added the special powerplant fuseboxes to powerplant scene so it's testable in procedural maps. S2P powerplant Deleted some powergrid testing prefabs
4 Days Ago
Give barricades blocker its own protection property asset
4 Days Ago
Setup MonumentBlocker script with support for different gibs at different destruction stages Make new entity prefab for barricades monument blocker Modify resources dispensed by the barricades monument blocker Remove ResourceStages from StagedResourceEntity, data here has since been migrated to StagedResourceEntityInfo and no discernable reason to still have it
5 Days Ago
Replace various usages of FindObjectsOfType with faster FindObjectsByType without sorting Most usages are editor only or convar utils, but get some small gains like speeding up FindMapEntities on server init on a 4.5k map from 189ms to 63ms
5 Days Ago
Manifest Codegen
5 Days Ago
Setup powergrid IO access points on all the procedurally spawned powerline poles which have electrical boxes Remove terrain erosion component from test map
6 Days Ago
Allow ladders to be rotated squint on powerlines rather than nicely aligned upwards if holding shift whilst placing Doesn't seem useful but also feels like it should be allowed
6 Days Ago
Add a stripped back procedural map for testing all maintained monuments Scenes->Dev->Maintained Monuments Procedural Map
6 Days Ago
Allow ladders to be deployable on powerline poles Rebuild manifest
6 Days Ago
Disable mipmaps on the LR300 display numbers texture, fixes the ammo readout not rendering Disable biome layer on the number materials, did not appear to be doing anything
6 Days Ago
Rebuild manifest Remove duplicate part visibility rule on m16a2 entity
6 Days Ago
Merge from main
6 Days Ago
Add editor shortcut for selecting prefab root asset from a selected prefab instance
7 Days Ago
Setup components to allow for holosight to hide its sight rail depending on gun it is attached to
7 Days Ago
Merge from main
7 Days Ago
Fix buttons always showing as red at lower LOD
8 Days Ago
Turret uses burst fire if attached gun is forced to use burst fire mode
8 Days Ago
Merge from m16a2
8 Days Ago
- Fix simple handmade sight not enabling sight rail - Fix some sights not always enabling sight rail on viewmodel - Fix sight rail not always showing when holstered on back - Fix worldmodel using the LR300 mesh
8 Days Ago
Update vm attachment prefab to use complete new FBX asset
8 Days Ago
.meta files
8 Days Ago
Merge from M16A2
8 Days Ago
Update manifest
8 Days Ago
Merge from main
8 Days Ago
Merge from main
12 Days Ago
Allow toggling more than one gameobject based on ammo > 1
12 Days Ago
Forgot the M16
12 Days Ago
Better fix, make setting ammo_true false params its own option on the component
12 Days Ago
Quick fix for ammo_true and false params not being set on viewmodel component
12 Days Ago
Codegen
12 Days Ago
Merge from main
13 Days Ago
Fixes
13 Days Ago
Merge from main
13 Days Ago
- Add settings for emission colour to entity colour lookup asset - Allow spraycan color change component to set which shader properties it should target - Spraycan color change component now handles present EmissionToggle components on its target renderers
13 Days Ago
Add new method of setting flags, mark old one as obselete Update all usages of now obselete SetFlag to use new method
14 Days Ago
Merge from ide_warnings_fix
14 Days Ago
Fix some compiler warnings being flagged as errors in the IDE
14 Days Ago
- Give oil dispenser at dome option to only function with an online powergrid, enabled and ran S2P - Ensure all powergrid connected entities receive an initial state refresh upon being spawned