userlamalovecancel

3,140 Commits over 2,468 Days - 0.05cph!

3 Years Ago
Enable fog when RC controlling an autoturret to show their range Scale up the autoturret's laser dot while RC controlling so it can be used as a crosshair
3 Years 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
3 Years Ago
Remove IRemoteControllable.Occupied Pass the playerID to IRemoteControllable.StopControl so entities can know who stopped accessing it
3 Years Ago
Make sure the CCTV resyncs its angles on the client to match the server in case they somehow desync
3 Years Ago
Client predicted pan/tilt for CCTV cameras from computer station
3 Years 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
3 Years Ago
Remove external viewer flag logic from CCTV (unused)
3 Years Ago
Only allow changing an autoturret's RC identifier if the other settings can be changed too
3 Years Ago
Clamp aim direction when controlling an autoturret
3 Years Ago
Add client predicted aiming for RC controlled autoturret
3 Years Ago
Set up RC logic on autoturret Make use of IRemoteControllable.Occupied to only allow one player to control drones/autoturrets at a time
3 Years 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
3 Years Ago
IRemoteControllable changes to use playerID instead of BasePlayer instances Implement CanControl on Drone so only one player can control it at a time
3 Years Ago
Only allow picking up when not flying Pick up will save the RC ID in the item, deploy will restore it
3 Years Ago
Spin the propellers when flying
3 Years Ago
Cherry pick 76944 - fix drone pitch not changing eye transform on server
3 Years Ago
Merge from main
3 Years Ago
Disable inheriting network groups on the elevator lift entity
3 Years Ago
Re-enable underground layers for network groups
3 Years Ago
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3 Years Ago
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3 Years Ago
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3 Years Ago
Merge from main
3 Years Ago
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3 Years Ago
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3 Years Ago
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3 Years 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)
3 Years Ago
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3 Years Ago
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3 Years Ago
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3 Years Ago
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3 Years Ago
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3 Years Ago
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3 Years Ago
Sync more flexbox changes (columns bugfix)
3 Years Ago
Sync latest changes from facepunch.flexbox (space-between/space-around/space-evenly, flex columns element)
3 Years Ago
Merge from main
3 Years Ago
Fix exit dungeon cells rendering a gap on the map (LOD5 is missing a bit of the path, switched to LOD4 instead)
3 Years Ago
Offset the map while in a dungeon so that it roughly lines up with where the entrance is
3 Years Ago
Disable underground layers for network visibility grid Recalculate network groups for entities when loading saves
3 Years Ago
Run "Autofill MapRenderers" on all the xmas dungeon cell prefabs so they will render on the map
3 Years Ago
Merge from dungeon_map
3 Years Ago
Fix dungeon map layer not re-rendering when switching to a different dungeon
3 Years Ago
Add dungeon map layer button to map UI Auto disable dungeon map layer when no longer in a dungeon Fixes to get the dungeon to actually show up on the map
3 Years Ago
Progress on adding a new map layer for dungeons