135,967 Commits over 4,444 Days - 1.27cph!

6 Years Ago
Added "debug.debugcamera_targetprint" to print out the name of the entity the debug camera is currently parented to
6 Years Ago
Merge CarLocks -> Main. Locks can now be added to modular cars at a vehicle lift. Protocol++.
6 Years Ago
Minor text edit
6 Years Ago
Twig wall override
6 Years Ago
- Destroy locks no matter what when car is fully destroyed. - Updated tooltip. - Don't show module health anymore on wrecks.
6 Years Ago
Try converting gib override list into a scriptable object instead
6 Years Ago
Rename some methods
6 Years Ago
Allow destroying car lock if health is <= 15%
6 Years Ago
WIP converting Gibbable to a PrefabAttribute
6 Years Ago
Apply physics mesh
6 Years Ago
Fix compile error
6 Years Ago
Code review changes: Removed physics mesh workaround from diogo (no longer needed) Disable all colliders when pooling a gib Just disable random variation when benchmarking
6 Years Ago
Car and door keys now act like notes, so users can add custom text info to each key
6 Years Ago
Show key ID in the inventory UI - works for both car and door keys. Makes it easier to see which keys are for what. Show the matching lock ID in the vehicle lift UI as well.
6 Years Ago
Locks
6 Years Ago
Slightly increased blocker, combiner, branch, memorycell and rand switch culling distance
6 Years Ago
Merge Thai's boat fixes from Vehicles ->Main: "fixed boat mesh (holes) and collider"
6 Years Ago
Merge Thai's boat fixes from Vehicles ->Main: "fixed boat mesh (holes) and collider"
6 Years Ago
WIP, all done except the method of breaking locks "in the field". Protocol++
6 Years Ago
Use a pooled list in WakeRigidbodies on ModularCarGarage, use ToBaseEntity instead of getting component
6 Years Ago
Particle scene
6 Years Ago
Remove car lock if all driver seats are removed
6 Years Ago
Fix car lift UI item selection
6 Years Ago
Show info on modules being locked if the player doesn't have a key
6 Years Ago
Don't allow looting storage or engine modules when the car has a lock and the looter doesn't have the key
6 Years Ago
Increase restrictions on passengers mounting moving vehicles. Max speed for mounting as a passenger is now 7km/h
6 Years Ago
More work on car keys/locks
6 Years Ago
Clamping LOD level support to 8 max, RendererInfo includes more information, updated the test scene to generate from a list of monuments.
6 Years Ago
Added conversion utilities for all the other LOD components etc.
6 Years Ago
fixed boat mesh (holes) and collider
6 Years Ago
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6 Years Ago
Updated triangle grill and ladder hatch bounds (Fixes damage not applied when hit on the edges)
6 Years Ago
vehicle missing key start failure sounds
6 Years Ago
Tidied up and commented code, added a test to compare to RendererLOD
6 Years Ago
Now performing culling jobs only on tiles and batches that are visible.
6 Years Ago
Scene2Prefab Bandit town
6 Years Ago
Cleanup + moved heli vendor stuff into its own prefab for later merges Updated bandit town lighting prefab with vendor lighting setup
6 Years Ago
static vehicle parts props prefabs
6 Years Ago
added sign at gate of heli vendor + set dressed the area around it
6 Years Ago
Early exit from LODCell.ChangeLOD if the cell distance hasn't changed much (uses a percentage so farther cells are skipped more when moving around) Add profiler samples for LODGrid, RendererGrid, FoliageGrid, and WorldGrid's inner loop
6 Years Ago
More work on locks and keys for cars. Added a "free" bool to ItemCrafter methods for crafting items for free.
6 Years Ago
Key and lock crafting class and UI work
6 Years Ago
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6 Years Ago
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6 Years Ago
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6 Years Ago
skin approval
6 Years Ago
Resetting at the start of each cull routine.
6 Years Ago
progress backup - vendor external walls/gate
6 Years Ago
Tidy up
6 Years Ago
Stopping overlapping jobs