userlamalovecancel
reporust_rebootcancel

2,785 Commits over 1,950 Days - 0.06cph!

1 Year Ago
Refactor a bit so multiple people can connect to RC entities at the same time Only one player will receive control over RC entities which can be controlled though Computer station UI will show if you are in 'viewing only' mode when someone else has control Fix compile errors in different build modes
1 Year Ago
Remove IRemoteControllable.Occupied Pass the playerID to IRemoteControllable.StopControl so entities can know who stopped accessing it
1 Year Ago
Make sure the CCTV resyncs its angles on the client to match the server in case they somehow desync
1 Year Ago
Client predicted pan/tilt for CCTV cameras from computer station
1 Year Ago
Calculate and use delta time between server ticks for autoturret lerping (because it uses invokes instead of update) Add RealTimeSinceEx for similar functionality with extended precision
1 Year Ago
Remove external viewer flag logic from CCTV (unused)
1 Year Ago
Only allow changing an autoturret's RC identifier if the other settings can be changed too
1 Year Ago
Clamp aim direction when controlling an autoturret
1 Year Ago
Add client predicted aiming for RC controlled autoturret
1 Year Ago
Set up RC logic on autoturret Make use of IRemoteControllable.Occupied to only allow one player to control drones/autoturrets at a time
1 Year Ago
Refactor computer station so bookmarks only remember the camera identifiers (no more entity IDs) Fixes drone bookmarks not working after picking up and redeploying it
1 Year Ago
IRemoteControllable changes to use playerID instead of BasePlayer instances Implement CanControl on Drone so only one player can control it at a time
1 Year Ago
Only allow picking up when not flying Pick up will save the RC ID in the item, deploy will restore it
1 Year Ago
Spin the propellers when flying
1 Year Ago
Cherry pick 76944 - fix drone pitch not changing eye transform on server
1 Year Ago
Merge from main
1 Year Ago
Protobuf fix after merge Codegen and manifest
1 Year Ago
Disable inheriting network groups on the elevator lift entity
1 Year Ago
Re-enable underground layers for network groups
1 Year Ago
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1 Year Ago
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1 Year Ago
Merge from nexus
1 Year Ago
Merge from main
1 Year Ago
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1 Year Ago
Adjust dynamic dungeon spawn points to start at y=1025 and repeat every 100 units (to be better positioned within dynamic dungeon network groups)
1 Year Ago
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1 Year Ago
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1 Year Ago
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1 Year Ago
Sync more flexbox changes (columns bugfix)
1 Year Ago
Sync latest changes from facepunch.flexbox (space-between/space-around/space-evenly, flex columns element)
1 Year Ago
Merge from main
1 Year Ago
Fix exit dungeon cells rendering a gap on the map (LOD5 is missing a bit of the path, switched to LOD4 instead)
1 Year Ago
Offset the map while in a dungeon so that it roughly lines up with where the entrance is
1 Year Ago
Disable underground layers for network visibility grid Recalculate network groups for entities when loading saves
1 Year Ago
Run "Autofill MapRenderers" on all the xmas dungeon cell prefabs so they will render on the map
1 Year Ago
Merge from dungeon_map
1 Year Ago
Fix dungeon map layer not re-rendering when switching to a different dungeon