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137,989 Commits over 4,505 Days - 1.28cph!

10 Months Ago
Fixed shockbyte popup icons not being marked as dynamic
10 Months Ago
merge from main
10 Months Ago
fixed issue with metal detector anims
10 Months Ago
Big sidetrack experiment, changing parenting/parent behaviour everywhere
10 Months Ago
Enabled map back in the deep sea Its half working, only shows the islands for now
10 Months Ago
merge from naval_update/deep_sea
10 Months Ago
Codegen
10 Months Ago
More deep sea logs Added tree count to deepsea.printentitycount
10 Months Ago
Assigned main island global network group to chinook, chinook scientists and cargoship
10 Months Ago
Added avoidDeepSeaPortal and avoidDeepSea parameters to TerrainMeta::RandomPointOffshore - Chinook avoids the deep sea playable area when egressing and spawning - Cargo avoids the deep sea playable area AND deep sea portal side when spawning (egressing changes to come) Added CH47HelicopterAIController.dropCrate command to force chinooks to leave
10 Months Ago
Remove duplicate entity from PlayerBoat prefab that I just spent 2 hours trying to fix in code.
10 Months Ago
Mesh fixes and tweaks for the CH47 casino variant
10 Months Ago
collision fixes on barge oil rig legs prison security tower
10 Months Ago
Hook new scientist bullet trail, helps players get more spatial awareness with longer lasting trails
10 Months Ago
Scientist will rush players that are undergeared more often, instead of playing too defensive against bows
10 Months Ago
Add buoyancy wave amplitude for ghost ships, set it to 40% for now.
10 Months Ago
Chinook avoids the deep sea side when randomising its spawn position
10 Months Ago
merge from shore_vectors
10 Months Ago
sending client RPC to a player when entering the deep sea, currently only used to reset deepsea terrain texturing data
10 Months Ago
Editor force on helicopter compile fix
10 Months Ago
RPG7 - Texture & material update, icon
10 Months Ago
rpg skin vm animations edited
10 Months Ago
binoculars refresh world model/LODS (might need tweaking) and viewmodel materials and textures
10 Months Ago
un-gate indirect instancing for testing purposes
10 Months Ago
Fix build by scrapping the function pointer idea.
10 Months Ago
Merge: from baseplayer_vis_nre - Simplified how debug.invis works - Reimplemented how global.spectate and spectateid work - spectator no longer parents to the spectated player - Tightened existing debug logs around mystery baseplayer NRE. This eliminates a source of potential NREs related to players spectating others, but doesn't outright forbid them Tests: 2p sesions on Craggy, one player spectates other - killed scientist with AK(hs audio replicated), helicopter fly around, motorbike ride around, noclipped outside of usual network range and back, cycled invis, left the server and returned - no issues. Tried debug camera.
10 Months Ago
- prefab naming now matches - removed textures folder and placed textures in materials folder as per other assets
10 Months Ago
merge from physics_pass_two
10 Months Ago
playerboat wavePID balance
10 Months Ago
merge from editor_force_on_helicopter - resolved merge conflict
10 Months Ago
check boat engine state instead of driver state for enabling correction forces (playerboats are powered without someone at the helm)
10 Months Ago
Merge: from main
10 Months Ago
Update: Add a safety guard to DestroyOnClient to avoid destroying client's local player Tests: 2p session on craggy (though there's no case in vanilla where this can happen)
10 Months Ago
merge from fishing_village_collider_fix_fix
10 Months Ago
10 Months Ago
Moved the net that was causing the movement issues. Made my silly collider a little bigger. fishing_village_b s2p
10 Months Ago
improve transform access in correction forces
10 Months Ago
undid plane points reordering in the prefab, code was adjusting it in the wrong order - corrected there instead
10 Months Ago
edited rpg skin 3p reload anim
10 Months Ago
re-ordered control forces plane points so plane normal points up, also set non-stupid values for control accel
10 Months Ago
Optim: pool SpectatorSubStrategy and SpectatedSubStrategy Tests: 2p session on craggy with disconnects - checked pool.print_memory afterwards
10 Months Ago
steeringwheel controls HasDriver flag of parent boat
10 Months Ago
Bunch of work moving lock from boat to steering wheel and related refactoring/fixes.
10 Months Ago
scientist_boat_ai -> naval_update
10 Months Ago
turn off debug draw
10 Months Ago
Boat AI will automatically turn on the lights if its nighttime, keeps them off if its day
10 Months Ago
tweaked red color from the steering wheel so it doesn't draw as much attention
10 Months Ago
Better lights on the RHIB
10 Months Ago
enabling PlayerBoat correction forces with some initial balance
10 Months 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