userMartyn Chapmancancel

1,097 Commits over 426 Days - 0.11cph!

2 Months Ago
Merge from powergrid
2 Months Ago
Restore Recycler change from apartments
2 Months Ago
Merge from PlayerMaintainedMonuments
2 Months Ago
Codegen, phrases, manifest Fix compile error
2 Months Ago
Merge from main Kept Oilrig_1.prefab PlayerMaintainedMonuments version
2 Months Ago
Add powergrid stages Updated all current powergrid connected things to work with stages. Each stage has a certain number of required fuses, some things will only power on at a certain stage S2P powerplant
2 Months Ago
Progress on integrating building block colours into the recently added EntityColourSwapLookup config asset One config to rule them alll Will allow building blocks and other entities to share the same colour datasets, like the industrial shelves and shipping container skins
2 Months Ago
Merge from shadowlod_fix
2 Months Ago
Change IsLowDetail in IsShadowInsignificant so a renderer with 2 LOD states does not always disable shadows with aggressiveShadowLod setting enabled Now only disable shadows if the current LOD is within the lower LOD range for this renderer. If only one LOD state exists then still disable shadows like before Fixes the hatch part of the ladder hatch not rendering shadows with aggressiveShadowLod enabled
2 Months Ago
Merge from conversation_disconnect_fix
2 Months Ago
Fix NPC conversations not being correctly cleaned up if disconnecting while talking
2 Months Ago
Merge from MonumentBlockers
2 Months Ago
Merge from MonumentBlockers2
2 Months Ago
Codegen, localization, manifest Restore Recycler change from apartments
2 Months Ago
Merge from main
2 Months Ago
Merge from main
2 Months Ago
StagedResourceEntity now supports RendererLOD components as well as MeshLOD Update StagedDestructionEntityInfo to use a GameObjectRef to the source mesh asset rather having to serialize a mesh for each LOD Use the source mesh asset to ascertain which mesh and materials we should apply for each LOD stage Fixes new trolley blocker using the wrong materials when switching destruction stages. Also less faffing around with meshes in the editor than before Update all StagedResourceEntity prefabs so they work as before
2 Months Ago
Remove recycler powergrid settings per recycler, now setup per recycler zone in the RecyclerConfig asset Set all standard recyclers to be powered off without an online powergrid, safezone recyclers unaffected Fix the recycler light being in the wrong state when entering network range
2 Months Ago
Merge from PlayerMaintainedMonuments
2 Months Ago
Take compound scene from main, S2P
2 Months Ago
Merge from main
2 Months Ago
Merge from hideheldentity_hack_embrace
2 Months Ago
Cleanup
2 Months Ago
Optimise SendNetworkUpdates in chainsaw, the original sin for this bug Remove invoke delegate allocations across chainsaw
2 Months Ago
Merge from main
2 Months Ago
Fix another issue which would cause any held entity to not be hidden if entering network range of a player performing a looping gesture Fix all the invoke delegate allocations in BasePlayer-Gestures
2 Months Ago
Merge from worldposiitongenerator_optim
2 Months Ago
More optimisations for missions WorldPositionGenerator Remove the uneccessary persistent heap allocations for quadtree element arrays and element->rect lookup. Just store rect arrays directly Only keep in memory rects which we know are within valid bounds for a given set of input values rather than all of them Don't do boundary checks on those rects which have been preprocessed (we already know they are within valid bounds) Remove some garbage allocs from lambda captures in PrecalculatePositions (takes place once at server boot)
2 Months Ago
Manifest, localization
2 Months Ago
Cherrypick 154959 155015
2 Months Ago
Merge from apartment_complex_monument
2 Months Ago
Merge from apartment_complex_monument
2 Months Ago
Subtract merge from main 154957
2 Months Ago
Embrace the yeet. Ignore any network position updates whilst the held entity is hidden below the map Much safer fix for held entities potentially reappearing during gestures when they should be hidden
2 Months Ago
Attempted fix/refactor of how we hide held entities whilst performing gestures Held entities are now properly holstered/redeployed instead of being yeeted 1km below the map for the duration of the gesture. The redeploy happens instantly (same as before) Seems to work okay, seemingly only a few small issues to iron out
2 Months Ago
Remove concept of global available power amount for now, instead each powergrid access point has a base amount it provides when powered. Inserted powerplant fuses increase this amount at every access point. Felt like the cleaner way of distributing power regardless of map size and number of access points. Rename powergrid_generator.static prefab as it isn't really a generator Add option to electric generators for what they should do if they require the powergrid but server has powergrid disabled (do we want certain powergrid connected circuits then always powered on or off)
2 Months Ago
Merge from powergrid
2 Months Ago
Fix the power plant high grade fuseboxes using the wrong loot panel type S2P powerplant
2 Months Ago
Enable powergrid settings on the recyclers in outpost for demo purposes S2P outpost/compound
2 Months Ago
Merge from main
2 Months Ago
Merge from m16a2
2 Months Ago
Fix NRE in AutoTurret
2 Months Ago
Merge from m16a2
2 Months Ago
Update files that are showing as different from main
2 Months Ago
Merge from m16a2/turret_burstfire
2 Months Ago
Merge from main
2 Months Ago
More fixes
2 Months Ago
Restore missed change in last commit Cache the invoke delegates in AutoTurret.Server
2 Months Ago
Restore changes from merge