128,629 Commits over 4,201 Days - 1.28cph!

5 Minutes Ago
improve transform access in correction forces
11 Minutes Ago
undid plane points reordering in the prefab, code was adjusting it in the wrong order - corrected there instead
13 Minutes Ago
edited rpg skin 3p reload anim
23 Minutes Ago
re-ordered control forces plane points so plane normal points up, also set non-stupid values for control accel
24 Minutes Ago
Optim: pool SpectatorSubStrategy and SpectatedSubStrategy Tests: 2p session on craggy with disconnects - checked pool.print_memory afterwards
24 Minutes Ago
steeringwheel controls HasDriver flag of parent boat
37 Minutes Ago
Fix certain props not being able to be spawned due to recent changes
51 Minutes Ago
Bunch of work moving lock from boat to steering wheel and related refactoring/fixes.
53 Minutes Ago
scientist_boat_ai -> naval_update
53 Minutes Ago
turn off debug draw
53 Minutes Ago
Boat AI will automatically turn on the lights if its nighttime, keeps them off if its day
1 Hour Ago
tweaked red color from the steering wheel so it doesn't draw as much attention
1 Hour Ago
Better lights on the RHIB
1 Hour Ago
enabling PlayerBoat correction forces with some initial balance
1 Hour Ago
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
1 Hour Ago
merge from naval_update
1 Hour Ago
Removed random wood beam in FC2 (transform override). Fixed negative values on railroad planter collision. Added colliders to singular security doors.
1 Hour Ago
Remove logs
1 Hour Ago
Use raycasts for avoidance instead. Spherecasts are just too unstable
1 Hour Ago
disabled r/w and batching on seaweed clumps
1 Hour Ago
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
1 Hour Ago
fix for: Modular Boats - Steering wheel direction not obvious. Added an arrow on the peg with the blue tape
1 Hour Ago
When boat dies kill all remaining scientist on board
1 Hour Ago
scientist_boat_ai -> naval_update
1 Hour Ago
Pass mount point for spawning, dont rely on position
1 Hour Ago
scientist_boat_ai -> naval_update
1 Hour Ago
Stop info box breaking with 'null action'
2 Hours Ago
Dont ram a player if they are way higher up on an island
2 Hours Ago
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
2 Hours Ago
Stop group members including themselves in the pursuit notifications This prevents an infinite loop when pursuing a player
2 Hours Ago
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.
3 Hours Ago
Added baked shore vector volumes to the FCs S2P
3 Hours Ago
Small Engine and Steering Wheel have proper gibs now. Also fixed lod popping on the steering wheel.
3 Hours Ago
merge from naval_update
3 Hours Ago
merge from dipsi
3 Hours Ago
Added a shared flat terrain to FC1/2/3 to replace the craggy terrain in scenes
3 Hours Ago
split off axle on windmill
3 Hours Ago
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
3 Hours Ago
Flare LODs
4 Hours Ago
handling torque scaling properly when accumulated forces cancel (was dividing by zero in some cases and apply naninf torque)
4 Hours Ago
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
4 Hours Ago
Added and Setup Naval Improvised Plank GIBS
4 Hours Ago
Removed redundant rpg7 ammo model prefabs
4 Hours Ago
removed unused field from shore vector override mod
4 Hours Ago
merge from shore_vectors
4 Hours Ago
Disable automatic creation of plugin helper object at runtime that's not used outside of editor
4 Hours Ago
merge from shore_vectors
4 Hours Ago
merge from deep_sea
4 Hours Ago
merge from floating_city_support
4 Hours Ago
applying baked data for floating cities