127,729 Commits over 4,201 Days - 1.27cph!

1 Year Ago
Fix several walkways at dome using the wrong collider and blocking bullets where they shouldn't
1 Year Ago
Fixed bike instrument light z-figting
1 Year Ago
Improved sidecar bike still pulling slightly to the left. Also moved centre of mass on motorbikes towards the rear a little.
1 Year Ago
Merge from spectator_team_fix
1 Year Ago
Another attempt at fixing the spectator display showing incorrect team member names while spectating Also made a small performance improvement
1 Year Ago
Merge EditorExtras -> main
1 Year Ago
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1 Year Ago
Store the last code entered into a code lock in player prefs so it gets saved between servers and between client restarts
1 Year Ago
Merge from travelling_vendor/dynamic_pricing Summary: vending price changes now take place in real time and will occur every 5 hours by default (was tied to in-game time and was happening 4 times an hour)
1 Year Ago
General layout tidy-up
1 Year Ago
Moved the Loadouts section to the bottom since there are so many loadouts now
1 Year Ago
Fixed the 'LOADOUT' section making the editor window want to be very wide
1 Year Ago
Decouple dynamic pricing entirely from in-game time, now operates off real time Renamed IntervalHours to PriceUpdateFrequency, defaults to 5 hours (this will also ensure the new defaults roll out next month) Add npcvendingmachine.addHours for testing now that env.addtime will no longer affect npc vending prices
1 Year Ago
A couple of minor adjustments to the editor
1 Year Ago
Added a section in the editor that allows enabling a CLIENT+SERVER physics testing mode
1 Year Ago
Added NPCVendingMachine.UseRealTime toggle, will use the system clock instead of the in-game clock when adjusting prices Recommend adjusting IntervalHours down dramatically when using this option so that prices don't take 5 real time days to adjust (setting this to 5 would match the current behaviour) If changed at runtime resetDynamicPricing should be called afterwards to resync the pricing to the new clock This would also have a side effect of making prices adjust while the server is offline - prices will be processed to make up for the missing time when a server is booted up again
1 Year Ago
Fixed bad spacing in the Game section
1 Year Ago
Merge from main
1 Year Ago
merge from tincan_alarm
1 Year Ago
Added prevent building volumes to the junkyard car shredder
1 Year Ago
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1 Year Ago
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1 Year Ago
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1 Year Ago
coastal rocks decor modifier size tweak
1 Year Ago
File name cleanup Jutting cliff prototype Large coastal rock prototype
1 Year Ago
Updated spawn settings for variety of cliff generators
1 Year Ago
Improved the wire deployment checks to reject any placement in prevent-building volumes, except for monument root volumes
1 Year Ago
Moved harbor containers prevent building volume to client/server
1 Year Ago
Compile warning fixes Fixed crash with trigger_weapon_strip Fixed faceposer breaking after 384 different flex names were loaded in a session Now there should be no limit, and it doesn't preallocate 384 pointers. Compile warning fixes & add some missing .h files to the solution Fix VPC not generating project folders, fix missing project folders
1 Year Ago
Ensure static office lift and player lift have same whitelist
1 Year Ago
More debugging Added motorbike, side car, bicycle, drone and snowmobile to white list of parented vehicles
1 Year Ago
Prototyope smooth path following for the wolf, hook hit anim
1 Year Ago
Merge from qol_print_memory_improvements -> main
1 Year Ago
Add `MaxItemsInUse` to pool - lets you know the maximum amount of items taken from the pool at once Add `reset_max_pool_counter` command to reset the maximum item counter per pool - allows you to reset the pool count incase it gets set to a really high value during 24hr window
1 Year Ago
Created whitelist system to allow only certain vehicles to be accepted in an elevator
1 Year Ago
added sit_dpv mountpose
1 Year Ago
Allow vehicles to be parented to static elevators. Primarily affecting bikes, snowmobiles etc
1 Year Ago
exported wolf run hit 3 rm animation
1 Year Ago
added some more convar helper functions for ragdoll testing
1 Year Ago
Fixed ruin wall caps to reduce overhand and improve blending
1 Year Ago
Update: Making Pool.Free capable of "deep freeing" Motivation: Since we're getting rid of custom "FreeList" calls, then we should also remove FreeListAndItems, the last custom func in the "Free" set. - Collections-related Free overload now can deep-free - calling Free on all elements of a collection. - Marked FreeListAndItems as obsolete (with error) and piped it over to Free overload - Updated 4 callsites of FreeListAndItems to use Free(T, true) instead Tests: built all targets.
1 Year Ago
Bike Cargoship Parent -> Main
1 Year Ago
Cleanup logs
1 Year Ago
Option to stop unity play mode on completion.
1 Year Ago
Option to automatically open the render output root folder in explorer/finder when batch rendering has finished. User definable output fulder name. Added a context menu to open render folder.
1 Year Ago
Update: Further constraining Pool - Step 3 Now that all usecases of Pool's API have been redirected to new methods, I can further constrain and annotate the API. - Further constrained all container-like Free overloads to only accept ref-types with default ctor and IPooled interface - Marked FreeList<T> as obsolete (with errors) and piped it into FreeUnmanaged overload (this is dangerous/leaky, but I've updated all existing calls to Free/FreeList) - Marked ClearList as obsolete (with errors) - also inlined it's logic at the only callsite in the project - Removed Clear call from GetList, since now we always clear lists via overloads - Removed checks from main Free overload Tests: built all targets. No runtime tests. Ran around on CraggyIsland in 2 player multiplayer, did minor spawning of items, constructions, shooting, player damage.
1 Year Ago
cleaned up some ragdoll-specific code in the player we get for free with it being a mountable
1 Year Ago
Automated lighting config can now be enabled/disabled at batch and individual item levels. Put text area for URL pasting at the top of the inspector area.
1 Year Ago
Update: Replacing all cases of Pool.FreeList - non-controversial cases This modifies the remaining(after previous 2 unsafe submissions) set of cases where we had FreeList(292 files) - they all either fall into FreeUnmanaged(don't implement IPooled) or Free(implements IPooled). The replacement has been done by constraining FreeList<T> with T : IPooled first, this revealed ~560 build errors which got fixed with FreeUnmanaged. Then all the remaining FreeLists that weren't producing an error should've been replaced with Free calls. Tests: built all targets in Unity. Ran around on CraggyIsland in 2 player multiplayer (built a tiny house), checked bullet decals spawning/despawning properly.