130,660 Commits over 4,232 Days - 1.29cph!

36 Days Ago
First pass floating city variant 3 (walkways and flow still WIP)
36 Days Ago
Map markers spawning in the deep sea get their global network behaviour assigned to deep sea MapView minor cleanup
36 Days Ago
remove red keycard from silo monument s2p
36 Days Ago
Hatchet variations set up
36 Days Ago
player update 3p mingun anims exported
36 Days Ago
First pass of map marker for the entrance portal
36 Days Ago
Prevent boat building stations from being placed overlapping.
36 Days Ago
Mannequin parts
36 Days Ago
added ziplines and rope ladder to floating city 4 layout to provide easy and quick way down the casino reduced ziplines slack value, 4 was too high for most conditions
36 Days Ago
Add component to floating city prefab and deep sea island prefab
36 Days Ago
Switch from unparenting every entity spawned in the deep sea to using a EntityParentSettings component to ocnfigure detaching children after spawn & skipping running DisableInternalCollisions() - using separate component so we avoid reserializing every entity prefab for now
36 Days Ago
Drop context resolution 12 -> 8 Still gives us plenty of data but saves 4 rays
36 Days Ago
Swap AIDriverUpdateAction InvokeRepeating to InvokeRandomized so we dont flood the thread Run every 100ms rather than every frame
36 Days Ago
naval_update/gun_turret -> naval_update
36 Days Ago
Manifest Codegen
36 Days Ago
naval_update -> gun_turret
36 Days Ago
Apply changes to default prefab
36 Days Ago
Make turret entity invinsible Position changes
36 Days Ago
Rename internall turret seat Move aim position Manifest
36 Days Ago
Interpolate server states with IGenericLerpTarget, thanks Bill!
36 Days Ago
Fix cannon rotation being independent of the boat when turning.
36 Days Ago
Add a way for oneshots to disable the leg animator, blend the weights for it in/out.
36 Days Ago
Fix wrong gibs on cannon
36 Days Ago
Swap yaw/pitch sync vars over to a single ServersideMountedWeaponSnapshot syncvar
36 Days Ago
Fix more rotation issues, offset the parent correctly
36 Days Ago
Point guns in the correct direction
36 Days Ago
Spawn 2 50cal guns for the dual version and point both slightly inwards to rotate towards the same forward Ensure you cant loot the front turret ammo (this will be used by NPCs for reloads)
36 Days Ago
floating city4
36 Days Ago
Merge from monument_notification_sounds
36 Days Ago
Merge from main
36 Days Ago
Fix issues with oil rig sound notification prefab
36 Days Ago
fix flexelement issues with screen resizing
36 Days Ago
Add floating city to "Scenes/Monuments/" menu in editor
36 Days Ago
merge from disable_island_parenting -> deep_sea
36 Days Ago
Pushed a debug change by accident
36 Days Ago
Portal spawns within valid bounds Vehicle whitelist cleanup
36 Days Ago
don't update steering wheel sounds when out of range use TimeSince instead of incrementing a timer for steering wheel sound stop delay
36 Days Ago
Added favourite colours controls for painting, with convar support to create up to 10 (default 3) - this was sorely needed with the addition of the colourpicker
36 Days Ago
Unparent all the child entiites on the deep sea islands so they only network when up close - simplier and easier than dealing with inheriting network groups
36 Days Ago
Consistent mat_monitorgamma convar flags Adjust formatting of VRAD usage info * Give more context to -SunSamplesAreaLight Fixed Menu Lua errors when creating presets * Due to recent changes to main menu internals Fixed crashes to do with a certain broken demo file Improve invalid model detection Make `gm_spawn` only work for .mdl files util.IsValidModel returns false if extension is not .mdl Better warning for "Unknown read error 38"
36 Days Ago
merge from mesh-guide-shader-improvements (several fixes)
36 Days Ago
merge from main
36 Days Ago
remove most junk from elite crates
36 Days Ago
fix construction guide flickering from rendering multiple LODs on top of each oither
36 Days Ago
Update: Initial rewrite of the analytics core - Only implements NullUploader, I'll implement actual uploaders after tests are good - Added basic tests for it, but they don't validate anything - that'll be next. - Renamed existing AnalyticsTests.cs to Test.EventRecord.cs (+ internal rename) - those tests validate EventRecord serialization Goal is to use one implementation to cover needs of both Client and Server. Got the basics done, need to add telemetry to be able to test better, support EventRecord pooling and implement the existing uploaders. Tests: ran new unit tests
36 Days Ago
Fix nothing rendering for real this time.
36 Days Ago
fix some missing guides, render alpha cutouts
36 Days Ago
Try a holistic approach to detect entities that can trigger a navmesh rebuild, remove component on foundation and barricade, fix navmesh not being rebuild sometimes after entity gets destroyed (collider still detected in same frame, or client collider picked up in editor), increase navmesh definition in and around player constructions
36 Days Ago
Mannequin Setup