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813 Commits over 365 Days - 0.09cph!

40 Days Ago
Merge from industrial_dlc
40 Days Ago
Reorder industrial shelf colours to match shipping container
40 Days Ago
FIx NRE in SprayCan
40 Days Ago
Merge from industrial_dlc
40 Days Ago
Analytics event for changing entity colours with the spraycan should now be raised for all appropriate entities
40 Days Ago
Merge from industrial_dlc
40 Days Ago
Add compiler define in NavMeshEditorUtilities to stop compile simulator from failing Editor only script so wasn't a problem in builds
40 Days Ago
Merge from main
40 Days Ago
Fix industrial shelves not retaining colour when switching LOD's, follows same pattern used on shipping container building
40 Days Ago
Rework colour changing for industrial shelves to be more generic and move it all to a component that can be attached to entities we want to be able to change colours Removed all the bespoke stuff for buttons changing colour, it now uses this component and also has to use the spraycan
41 Days Ago
Setup colour changing with spraycan on industrial shelves
46 Days Ago
Merge from missionobjective_findentities_optim
46 Days Ago
Fix some objectives searching on layers which are no good on the client
46 Days Ago
Merge from missionobjective_findentities_optim
46 Days Ago
Fix MissionObjective_KillEntity missing set initialized flag Fix MissionObjective_KillEntity showing both standard mission marker and ping marker together when pings are enabled Fix WorldPositionGenerator potentially throwing a NRE in editor
47 Days Ago
Optimise mission objectives which dynamically update mission location to nearby target entities - Use a defined layer mask which matches that which the target entity/s will be found on, was previously doing a physics cast on every layer - Rework how entities are defined as valid for each objective to remove allocations - Now run the location updates entirely clientside where possible, it is only used for UI things and doesn't need to be run serverside if a valid entity is in range On our mission testing map brings serverside cost per 1s tick from ~0.4ms to ~0.07ms clientside and now garbage free
48 Days Ago
Fix a bunch of SetFlag usages which were potentially doing multiple unnecessary SendNetworkUpdate invokes Add a disposable struct to be able to define a scope in which we want to listen for flag changes and then do a network update at the end of the scope if flags changed
49 Days Ago
Update SetFlag to accept a specific update/send type. Makes it less easy to make the mistake of doing multiple send network updates in one go and allows for some neater one-line invokes Added some SetFlags methods that accept multiple flag set arguments, allows setting multiple flag values in one go before doing a single send and avoids multiple invokes of OnFlagsChanged
52 Days Ago
Update colliders on industrial garage door to exactly match those on original door
52 Days Ago
Enable stopOnParentDestroy on bandage and syringe sounds to stop them from being audible after holstering
52 Days Ago
Restore checking for playermodel persist anim next frame, current frame is too early for the animator states to have been updated Adjust clear playermodel anims to be slightly before the end of the bandage and syringe anims as they weren't being invoked at the very end
53 Days Ago
HeldEntity sends RPC to client notifying it is going to be destroyed because its item has been spent. Use that to determine if we should persist the animation or not Fixes the animations persisting on syringes and bandages when they shouldn't be
53 Days Ago
Fix server.useLegacyWorkbenchInteraction always opening worbench upgrade panel
53 Days Ago
Expose options for recyclers to turn off without an online powergrid and have different efficiency/duration stats with an online powergrid Update recycler loot panel UI to pull from current stats to populate the text field, also optimise its update method
54 Days Ago
Adjust door chainlink colliders to overlap like they do on original garage door
54 Days Ago
Setup various things on the door prefab for the new skinned mesh renderer
54 Days Ago
Merge from main
59 Days Ago
Merge from 3p_spectator_improvements
59 Days Ago
Fix fucked up local playermodel if respawning after having changed to third person view whilst the local player is dead
59 Days Ago
Merge from main
59 Days Ago
Initial commit Basic setup and boilerplate stuff to turn on powerplant using new fuse like item, feeds power into a global powergrid which can be plugged into at IO access points. ✨𝘴𝘶𝘣𝘫𝘦𝘤𝘵 𝘵𝘰 𝘤𝘩𝘢𝘯𝘨𝘦™✨
2 Months Ago
Setup anim events for toggling visibility of arrows on worldmodel
2 Months Ago
Merge from main
2 Months Ago
Merge from 3p_spectator_improvements
2 Months Ago
Viewmode fixes: - Now need to press shift+F3 to set additional viewmodes. Just pressing F3 will only toggle between standard 1st and 3rd person. - SpectatePlayer should now return the correct currentViewMode during both spectate and demo playback. Removed hack for getting the viewmode - Can now switch between all viewmodes during demo playback - Fix SpectatorMode.Update not being called in third person during demo playback
2 Months Ago
Merge from 3p_spectator_improvements
2 Months Ago
Codegen
2 Months Ago
Merge from main
2 Months Ago
- Smoothed the zooming in and out in third person camera view - Fixed third person camera zoom being inverted. Added client.'invertthirdpersoncamzoom' convar for the sickos that prefer it the old way
2 Months Ago
- Fix connections potentially being added more than once in RpcTarget.FromFlags - Fix spectated player name and health text being invisible when spectating in third person - Add LocalPlayer.GetLocalOrDemoPlayer() to cleanup some usages for retrieving the local player. Consequently fixed a few incorrect usages of GetLocalOrSpectatePlayer()
2 Months Ago
- Fix metabolism values on other players not being recorded in demos - Add RpcTarget.FromFlags to easier construct who we want to send an RPC to - Fix full server snapshots not being sent if running client+server
2 Months Ago
Merge from 3p_spectator_improvements
2 Months Ago
Fix potential NRE when starting debug camera
2 Months Ago
Merge from viewmodel_early_disable_fix
2 Months Ago
Move viewmodel clear config file
2 Months Ago
Merge from viewmodel_early_disable_fix
2 Months Ago
Fix issues with third person anims still stopping early on molotov, bandage and syringe
2 Months Ago
Merge from main
2 Months Ago
Merge from heldentity_preprocess_fix
2 Months Ago
Fix NRE in HeldEntity.PreProcess