147,115 Commits over 4,444 Days - 1.38cph!

2 Years Ago
Changed colour of deploy volume gizmo to purple so it's not the same as the colour for entity bounds
2 Years Ago
Fixed a case where holding shift and placing seeds after looking at a planter would throw client side building errors
2 Years Ago
Fixed a case where seed flood fill would show incorreect guides when looking at planter behind a building block
2 Years Ago
New rotor wash FX prefab Applied to Scrap Transport
2 Years Ago
Heli ground effect raycast threshold changed to 40 from 80 in BaseHelicopter & PatrolHelicopter
2 Years Ago
Merge from main
2 Years Ago
Fixed some bait items not displaying a max stack size of 1 (raw bear meat, likely more) No actual gameplay change, just UI
2 Years Ago
Fixed items sometimes getting dropped in the world when caught in a fish trap intead of inserted into the inventory
2 Years Ago
Merge from main
2 Years Ago
merge from CustomSkinFix
2 Years Ago
Fixed repair bench NRE when using custom skins
2 Years Ago
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2 Years Ago
merge from wire_slacking
2 Years Ago
Fixed vendors not working on fishing village a and c Thank you Alistair!
2 Years Ago
Changed vendor flags on fishing village a and c
2 Years Ago
Minor changes
2 Years Ago
Fixed RegisterMetaTable still creating a new table Try to encourage models to be unloaded on disconnect Minor cleanups Block path concommand Fixed unmounting GMAs leaving behind empty folders internally Fixed whereis sometimes not finding the culprit workshop addon
2 Years Ago
work on radtown storage building, reworked mats, added extra trims, rebuilt original prefab, created packed mask.
2 Years Ago
Fixed whereis sometimes not finding the culprit workshop addon Fixed unmounting GMAs leaving behind empty folders internally Block path concommand Minor cleanups Try to encourage models to be unloaded on disconnect Fixed RegisterMetaTable still creating a new table
2 Years Ago
Distance check on vendor
2 Years Ago
- Increased range to be classified at destination - Increased steering sensitivity - Added downforce based on speed - Tightened suspension springs
2 Years Ago
Vendor now destroys barricades that it runs into
2 Years Ago
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2 Years Ago
Commit marking more components as [MapGeneration]
2 Years Ago
Removed some weight from the vendor (took out the passenger seat) Suped up the engine (+50 horsepower) Added racing breaks
2 Years Ago
Base
2 Years Ago
Merge main
2 Years Ago
always applying stability/righting forces when mounted, rather than needing fuel
2 Years Ago
DPV Work - able to submerge and resurface like a sub - steerable, with some artifical damping when turning to improve the feel - simple headlight setup - simple ik hand targets
2 Years Ago
Allow demo recorder UI to be visible in debug camera view
2 Years Ago
Bradley now destroys barricades in its path
2 Years Ago
Fixed vendor positions Fixed weird wheel placement issues
2 Years Ago
storage building large - wip, material definitions
2 Years Ago
player update. 3p revolver animations edited to match viewmodel
2 Years Ago
Merge from main
2 Years Ago
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2 Years Ago
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2 Years Ago
Vending machines now take random amount of entries if the entries supplied are higher than 7
2 Years Ago
When pressing left shift with wire tool/christmas lights in hands, only block the player belt if you have a pending wire
2 Years Ago
Minor collider edit
2 Years Ago
Basic vehicle code framework for the DPV as a start to work from. Uses fuel and has fuel interaction, and can throttle forward/back in a basic way
2 Years Ago
Replaced all of the loot panels that get run with S2P in the LootPanels scene with their prefab version S2P no longer processes any UI prefabs
2 Years Ago
- DPV is now a deployable - Added a basic DPV script that inherits from BaseMountable, currently does nothing - DPV models now face Z forward - Added DPV fuel storage entity, not yet functional - Test map edit for DPV dev
2 Years Ago
Fixed buoyancy "save point data" not working if the points only moved, but didn't change
2 Years Ago
Add progress of how many monuments are left when running S2P on every single monument
2 Years Ago
Comments
2 Years Ago
Implement running PreProcess at runtime on each prefab in the scene
2 Years Ago
Add support for shared scenes that have client + server components in them - avoids adding complexity of running preprocess at build time to first release - handles editor only spawning a single monument - keep support for client only & server only scenes - default to only building shared scenes rather than individual client & server scenes - run preprocess at runtime for shared scenes instead of during build - internally refered to as "generic" scenes because "shared" is easy to mix up with "server"
2 Years Ago
Cherry pick 98396, fixes weather errors in editor on my test map
2 Years Ago
Output both scenes when running Scene2Prefab/Update All as well as the prefab