4,565 Commits over 731 Days - 0.26cph!
console_vehicle_ui -> main
Just search through shortnames. makes sense as its what we can see in the menu
Fix search not working properly for the vehicles console tab
console_vehicle_ui -> main
Remove Amazon import???
IDE's fault.
console_vehicle_ui -> main
console_vehicle_ui -> main
Generate a bunch of missing icons
More changes to item defs
Swap Train and Misc category enum positions - fix broken prefabs
Forgot trains - Sorry Bill!
Make sure every spawnable vehicle has an item
Tag all of the vehicles with the correct categories
Setup Entity references on all of the new items
Fix some naming / icon issues
Can detect spawn names via ItemModEntityReference
Initial setup. Can now spawn some vehicles via the F1 menu.
Vehicles split into categories:
Helicopters,
Cars,
Bikes,
Boats,
Animals,
Siege,
Misc
building_planner_viewmodel -> main
Remove the animation on build
Eye following view (if you want it)
playables_fixes_2 -> naval_update
Fix ArgumentException: The Playable is invalid. It has either been Disposed or was never created happening with BlendOneShotWeights.
- Properly nuke the coroutine method
- Extra protection in the co-routine itself to stop this from NRE'ing
Add null protection to all exposed methods referencing the playable controller
naval_update -> pt_boat_2
Fix rear turret clipping on the ptboat
Compass reference is broken here too for some reason
Fix lost compass reference
pt_boat_2 -> naval_update
naval_update -> pt_boat_2
Run anims on place/block change
Added Player and Entity to the Network extensions as well (so the source generator chills)
Added so source generator as well
Can now use BaseEntity and BasePlayer as arguments in RPCs.
Automatically evaulated at the other side when read
This gives us the base to use these as SyncVar types later, (gives us a route out of the OnChildAdded then checking for references loop)
scientist_boat_fixes_3 -> naval_update
Drop rhib group spawn count from 12 to 7:
15 less scientist rhibs will spawn as a result.
scientist_boat_fixes_3 -> naval_update
Add support for different crosshair modes on projectile weapons. Always show, or only show under conditions:
- Standard
- ^ + when aiming
- ^ + when reloading
- Always
scientist_boat_fixes_3 -> naval_update
Retain group id between saves
Allow crate to be saved. Prevent NRE by delaying loot fill a few seconds, this ensures the
scientist_boat_fixes_3 -> naval_update
Dont save the ghost ship hackable crate. Stops save nre
scientist_boat_fixes_3 -> naval_update
scientist_boat_fixes_3 -> naval_update
Fix margin check in wander state
Support boat debug ddraw convars on server
Give a whole second before spawning scientists
Dont try and set navigator, we dont have one
Disable AI brains on the boats provided we dont have a target. Will reduce NPCPlayer::ServerThink_Internal calls
naval_update -> scientist_boat_fixes_3
Massive changes and rewrites to player model:
- Rewrite all animator calls as _animationControllerPlayable where needed
- Seems to work
- Finally stopped the warnings and the errors