userMartyn Chapmancancel

1,097 Commits over 426 Days - 0.11cph!

3 Months Ago
Turret uses burst fire if attached gun is forced to use burst fire mode
3 Months Ago
Merge from m16a2
3 Months 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
3 Months Ago
Update vm attachment prefab to use complete new FBX asset
3 Months Ago
.meta files
3 Months Ago
Merge from M16A2
3 Months Ago
Update manifest
3 Months Ago
Merge from main
3 Months Ago
Merge from main
3 Months Ago
Allow toggling more than one gameobject based on ammo > 1
3 Months Ago
Forgot the M16
3 Months Ago
Better fix, make setting ammo_true false params its own option on the component
3 Months Ago
Quick fix for ammo_true and false params not being set on viewmodel component
3 Months Ago
Codegen
3 Months Ago
Merge from main
3 Months Ago
Fixes
3 Months Ago
Merge from main
3 Months 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
3 Months Ago
Add new method of setting flags, mark old one as obselete Update all usages of now obselete SetFlag to use new method
3 Months Ago
Merge from ide_warnings_fix
3 Months Ago
Fix some compiler warnings being flagged as errors in the IDE
3 Months 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
3 Months Ago
Merge from main
3 Months Ago
Merge from ioeditor_fix
3 Months Ago
Fix IO editor GUI consuming all input in Unity 6 Fixes not being able to use right-click to move camera in scene view whilst this GUI is active
3 Months Ago
Redo changes from 152372 disabling automatic lightmap baking on powerplant and sphere_tank scenes
3 Months Ago
Merge from main Conflicts on powerplant and sphere_tank scenes, chose PlayerMaintainedMonuments version
3 Months Ago
Add ProjectileModPartVisibility component which can be attached to BaseProjectile entities, can specify which parts of the worldmodel and viewmodel should be visible/invisible depending on what mods are attached Setup for sight rail on M16A2
3 Months Ago
Merge from industrial_dlc
3 Months Ago
Add script for the chain on the industrial garage door to scroll with door opening/closing
3 Months Ago
Merge from powerplant_powergrid
3 Months Ago
Merge from main
3 Months Ago
Separate out settings for requiring power to be functional and having different stats with power on recycler
3 Months Ago
Merge from main Conflicts on sphere_tank scene, chose PlayerMaintainedMonuments version. Will redo changes from main
3 Months Ago
Merge from industrial_dlc
3 Months Ago
Reorder industrial shelf colours to match shipping container
3 Months Ago
FIx NRE in SprayCan
3 Months Ago
Merge from industrial_dlc
3 Months Ago
Analytics event for changing entity colours with the spraycan should now be raised for all appropriate entities
3 Months Ago
Merge from industrial_dlc
3 Months Ago
Add compiler define in NavMeshEditorUtilities to stop compile simulator from failing Editor only script so wasn't a problem in builds
3 Months Ago
Merge from main
3 Months Ago
Fix industrial shelves not retaining colour when switching LOD's, follows same pattern used on shipping container building
3 Months 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
3 Months Ago
Setup colour changing with spraycan on industrial shelves
3 Months Ago
Merge from missionobjective_findentities_optim
3 Months Ago
Fix some objectives searching on layers which are no good on the client
3 Months Ago
Merge from missionobjective_findentities_optim
3 Months 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
3 Months 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