userMartyn Chapmancancel

702 Commits over 334 Days - 0.09cph!

3 Months Ago
Merge from floatingcity_boatshopkeeper_fix
3 Months Ago
Reapply changes, S2P all floating cities
3 Months Ago
Merge from main
3 Months Ago
Fix failed line of sight checks preventing vending machine purchases from floating city boat shopkeeper This was due to the invisible vending machine being under the sea 🐟 underneath the shopkeeper Updated flags for these vending machines so they are only accessible via talking to the shopkeeper, to prevent menu prompt conflicts for talking vs buying S2P all floating cities
3 Months Ago
Fix tutorial missions still being active after respawning at mainland if player died and disconnected whilst in the tutorial
3 Months Ago
Fix profiler samples in Find and TryGetEntity
3 Months Ago
Merge from main
3 Months Ago
- Fix paintball impact effects not always behaving with turrets - "Impotent" projectiles created just for effects for non instigating clients now know about their source weapon - Cleanup EntityRealm::TryGetEntity - Fix paintball impacts instigated by the local player not ignoring max spawn distance
3 Months Ago
Merge from turret_paintball_fixes
3 Months Ago
Fixes for how paintball gun behaves with turrets: - Damage is now increased when a paintball gun in a turret shoots someone wearing paintball overalls, same way when shot by another player wearing overalls - Last applied paintball colour is now retained when placing the paintball gun in a turret Misc changes: - Removed paintball damage scaling in code for hitting different entity types, instead use the protection property assets - HeldEntity cached item is now usable on both client/server - Add sourceWeapon to projectiles, so the client can retrieve the source weapon entity from locally instigated projectiles - HitInfo is now Disposable, same pattern as PooledList - Remove various unnecessary HitInfo allocations
3 Months Ago
Add ability to keep entity hold type override on 3rd person playermodel active after the entity has been destroyed, until an animation event has been received (same setup as for viewmodels) Fix an issue where overrides of DoPrepare were not being called when invoked from the context menu button
3 Months Ago
Revert change to tutorial island mesh in #144520, it borked the island
3 Months Ago
Merge from tutorial_island_mesh_fix
3 Months Ago
Merge from naval_missions
3 Months Ago
Merge from naval_update
3 Months Ago
Don't add tutorial missions to the revalidate missions work queue
3 Months Ago
Merge from naval_update
3 Months Ago
Merge from main
3 Months Ago
Remove unnecessary extra field recently added to Item, use existing instanceData on the item instead Bumps network protocol due to updated protobuf definition Should only be merged with next wipe
3 Months Ago
Add support for having held entity viewmodels stay active after the entity has been destroyed due to using the last item in a stack, fixes viewmodel animations stopping early Setup for beancan grenade as a demo
3 Months Ago
Merge from skin_access_improvements
3 Months Ago
Remove DeveloperOnly visibility flag from skins_access due to some servers relying on it being visible Fix skins_access -1 not working with default wallpapers
3 Months Ago
Merge from main
3 Months Ago
Merge from blendedsoundloops_onvalidate_fix
3 Months Ago
Check if SoundDefinition template is valid before accessing it in BlendedSoundLoops::OnValidate Fixes error spam in editor
3 Months Ago
Fix deep sea treasure mission progress getting stuck if player disconnects after digging up treasure chest
3 Months Ago
Merge from treasure_mission_fix
3 Months Ago
Check for skins_access value when checking if a steam item is in our inventory
3 Months Ago
Merge from main
3 Months Ago
Merge from boatscientists_mission_fix
3 Months Ago
Mission to kill deep sea patrol boat scientists now fails if the deep sea closes
3 Months Ago
Merge from wildlifecull_wolf_fix
3 Months Ago
Add Wolf2 to eligible animals for Wildlife Cull mission
3 Months Ago
Merge from skin_access_improvements
3 Months Ago
Fix compile error
3 Months Ago
Merge from skin_access_improvements
3 Months Ago
Cleanup how skins_access worked, now runs in the base "do we own this DLC" style checks rather than having branches in various different classes Fixes default wallpapers not being available with skins_access -1
3 Months Ago
Merge from naval_update
3 Months Ago
Merge from naval_missions
3 Months Ago
Revert change to MissionPoint type position generator for now due to error Fix item already added exception in request missions update
3 Months Ago
Merge from naval_update
3 Months Ago
Merge from naval_missions
3 Months Ago
Suggested simplifications for performance capture
3 Months Ago
Merge from naval_update
3 Months Ago
Merge from main
3 Months Ago
Cleanup bits from last commit Add 'profileNextMissionsValidStateWorkQueue' servervar to generate a performance capture containing the next run of the missions work queue if profling is enabled
3 Months Ago
- Optimise WorldPositionGenerator, this was the most expensive job in the new work queue and is now showing as at least 30x faster at in testing - Optimise MissionPoint type position generator so it no longer always iterates through all mission points on the server - Now check when we last revalidated each mission before adding it to a run of the work queue rather than just checking time between runs of the work queue itself - Move work queue run cooldown to a servervar 'missionValidStateWorkQueueCooldown', and added 'missionPerValidStateCooldown' to configure cooldown between revalidating individual missions - Add servervars 'resetmissions' and 'resetmissions_alll' to reset missions progress for a target player or all players on a server. Useful if saved missions progress is borked without having to reset entire player state - Player now requests a mission valid states update when they join a server, so map markers will be ready for when they first open their map
3 Months Ago
Merge from 3p planner animation update
3 Months Ago
Animation fixes and code improvements
3 Months Ago
Merge from main