128,782 Commits over 4,201 Days - 1.28cph!

Yesterday
merge from fishing_village_collider_fix_fix
Yesterday
Yesterday
Moved the net that was causing the movement issues. Made my silly collider a little bigger. fishing_village_b s2p
Yesterday
improve transform access in correction forces
Yesterday
undid plane points reordering in the prefab, code was adjusting it in the wrong order - corrected there instead
Yesterday
edited rpg skin 3p reload anim
Yesterday
re-ordered control forces plane points so plane normal points up, also set non-stupid values for control accel
Yesterday
Optim: pool SpectatorSubStrategy and SpectatedSubStrategy Tests: 2p session on craggy with disconnects - checked pool.print_memory afterwards
Yesterday
steeringwheel controls HasDriver flag of parent boat
Yesterday
Fix certain props not being able to be spawned due to recent changes
Yesterday
Bunch of work moving lock from boat to steering wheel and related refactoring/fixes.
Yesterday
scientist_boat_ai -> naval_update
Yesterday
turn off debug draw
Yesterday
Boat AI will automatically turn on the lights if its nighttime, keeps them off if its day
Yesterday
tweaked red color from the steering wheel so it doesn't draw as much attention
Yesterday
Better lights on the RHIB
Yesterday
enabling PlayerBoat correction forces with some initial balance
Yesterday
added acceleration mode for boat wave correction forces, default is force (old behaviour) - lets us have consistent control forces on playerboats without worrying about mass differences
Yesterday
merge from naval_update
Yesterday
Removed random wood beam in FC2 (transform override). Fixed negative values on railroad planter collision. Added colliders to singular security doors.
Yesterday
Remove logs
Yesterday
Use raycasts for avoidance instead. Spherecasts are just too unstable
Yesterday
disabled r/w and batching on seaweed clumps
Yesterday
Update: convert IsBeingSpectated utility - Updated dependent code to use new GetSpectators instead of old nested children approach Tests: spectated player on craggy that shot scientists - headshot sounds replicated correctly to the spectator
Yesterday
fix for: Modular Boats - Steering wheel direction not obvious. Added an arrow on the peg with the blue tape
Yesterday
When boat dies kill all remaining scientist on board
Yesterday
scientist_boat_ai -> naval_update
Yesterday
Pass mount point for spawning, dont rely on position
Yesterday
scientist_boat_ai -> naval_update
Yesterday
Stop info box breaking with 'null action'
Yesterday
Dont ram a player if they are way higher up on an island
Yesterday
Clean: remove BaseEntity spectating support and fix up types/names of relevant code This code was broken for multiple years, and couldn't think of a reason it could be useful, so simplifying. Tests: spectated on craggy, cycled view modes
Yesterday
Stop group members including themselves in the pursuit notifications This prevents an infinite loop when pursuing a player
Yesterday
Update: when spectated player disconnects, switch spectators to a new target - this also fixes a leak of spectated players list, since it gets cleared by above action Tests: flew out, disconnected - spectator returned to self. Reconnected, started spectating joined player - all replicated.
Yesterday
Added baked shore vector volumes to the FCs S2P
Yesterday
Small Engine and Steering Wheel have proper gibs now. Also fixed lod popping on the steering wheel.
Yesterday
merge from naval_update
Yesterday
merge from dipsi
Yesterday
Added a shared flat terrain to FC1/2/3 to replace the craggy terrain in scenes
Yesterday
split off axle on windmill
Yesterday
Update: reimplement spectating to use ISubscriptionStrategy instead of secondary groups - Done via SpectatorSubStrategy (takes subscriptions of target) and SpectatedSubStrategy (notifies when group changes) - Removed old secondary group code and reverted relevant Network API changes - Made Networkable.OnSubscriptionChange public This also fixes the bug with previous version that it only saw "near" distance entities Tests: Spectated player on craggy, flew around until island disappeared from rendering - no NREs. Got 2 things to improve, and I think it's done
Yesterday
Flare LODs
Yesterday
handling torque scaling properly when accumulated forces cancel (was dividing by zero in some cases and apply naninf torque)
Yesterday
Editor tool to find missing worldmodel outlines, fix missing outlines for: Apple, CactusFlesh, TunaCan, HiveNuclei, AdvancedAntiRadTea, AdvancedHealingTea, AdvancedHealthTea, AdvancedOreTea, AdvancedScrapTea, AdvancedWoodTea, BasicAntiRadTea, BasicHealingTea, BasicHealthTea, BasicOreTea, BasicScrapTea, BasicWoodTea, CoolingTeal, HarvestingTea, PureAntiRadTea, PureHealingTea, PureHealthTea, PureOreTea, PureScrapTea, PureWoodTea, WarmingTea, largebackpack, smallbackpack, wm_twitch_rivals_flag, candy_cane, snowball, candycanes, electric_garland, gingermen, pinecones, polestar, tinsel, xmas_baubles, Potato, horse_dung_pile, horsedung, LargeMedkit
Yesterday
Added and Setup Naval Improvised Plank GIBS
Yesterday
Removed redundant rpg7 ammo model prefabs
Yesterday
removed unused field from shore vector override mod
Yesterday
merge from shore_vectors
Yesterday
Disable automatic creation of plugin helper object at runtime that's not used outside of editor
Yesterday
merge from shore_vectors