125,926 Commits over 4,171 Days - 1.26cph!

1 Year Ago
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1 Year Ago
Removed the legacy parachute animations in the player controller, they weren't being used but were throwing some warnings on boot Improved hand IK easing on first person parachute, created a new SetParameterCurveAnimatorBehaviour behaviour to set a float parameter over time during an animator state
1 Year Ago
Added vehicles to the parachute pre deploy space checks. Prevents parachutes getting deployed too early when jumping out of the scrap transport helicopter hitting the helicopter and instantly killing the parachute
1 Year Ago
Water level must be at least 5m below the players height before deploying the parachute, fixes jumping with a parachute equipped while standing on an rhib deploying the parachute (which would immediately crash and hurt the player)
1 Year Ago
Atlas tweaks & particle system iteration
1 Year Ago
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1 Year Ago
More killicon aliases for physics kills New Portal NPCs can be duplicated
1 Year Ago
Added OnCloseCaptionEmit hook Arguments are: string soundScript number duration bool fromPlayer string fullText - can be nil if token is not registered Added gui.AddCaption( text, duration, fromPlayer )
1 Year Ago
Merge from bounds
1 Year Ago
Compile fix
1 Year Ago
Generate island locations during bootstrap, before spawn handling. DensitySpawnPopulation can now filter out island areas. Flag junkpiles_water to not spawn in outer tutorial bounds.
1 Year Ago
Calculate and save the world bounds, minus the outer area used for tutorial islands, during island spawn position generation.
1 Year Ago
merge from island_timeout. Plastic merge this merge way harder than it needed to be for some reason, but it should all be good.
1 Year Ago
Don't allow achievements to unlock or progress while in the tutorial, we want those to start processing once the player is in the real game
1 Year Ago
Added a new tutorial only chicken type that drops animal fat
1 Year Ago
Adjusted some help text
1 Year Ago
Merge from main
1 Year Ago
Merge from dof_exposer_improvements
1 Year Ago
Fixed incorrect focal distance readout
1 Year Ago
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1 Year Ago
Set dof exposer focal size to 0.4, it's hardcoded to a few different values in normal dof handling but this is probably fine Also max out sample size
1 Year Ago
Viewmodel camera static experiment
1 Year Ago
Crazy ADS zoom thing
1 Year Ago
Merge from main -> trap_optimize
1 Year Ago
Add `auto_turret_budget_ms` and `gun_trap_budget_ms` to configure the budgeting (default 0.5ms per frame)
1 Year Ago
.meta file
1 Year Ago
Make the deployment guides transparent
1 Year Ago
Move AutoTurret to PersistantObjectWorkQueue<> (instead of invokes that requeue each frame) Add `GunTrapScanWorkQueue` to make shotgun traps budgetted to 0.5ms / frame Register turrets & shotgun traps with their budgeted queues when they are spawned & unregister when destroyed
1 Year Ago
Change List<> in PersistantObjectWorkQueue to ListHashset<> (incase many entities in the "queue" cause a slowdown) Iterate with the Array instead of ListHashSet[] because of comment claiming Array[] is 2x faster to iterate than List<> (in mono?)
1 Year Ago
Fixed being able to clear pings that are created by tutorial stages
1 Year Ago
More help videos/images Added extra supplies to hunt for food mission, prepare for combat and build kayak mission
1 Year Ago
A couple of very minor edits to buoyancy.cs
1 Year Ago
Make certain that we never shore drift RHIB on cargo ship
1 Year Ago
Don't do world edge repel on kinematic rigidbodies
1 Year Ago
Fixed corrupted block.stair.lshape.adobe building prefab. Rebuilt manifest with the prefab back in.
2 Years Ago
Serialize island timeout. Protobuf gen.
2 Years Ago
WIP island timeouts. Players have 15 minutes to reconnect before their tutorial island is returned and tutorial is cancelled. Reduce this time to 5 minutes if we're low on available islands. Added an island tick.
2 Years Ago
Finalized enabled prefab with lightex, sound loop, LODs and minor iterations.
2 Years Ago
Updated entrance prefab with dressing and lights Fixed some mesh errors
2 Years Ago
Don't allow the tech tree to be opened and make the button not interactable.
2 Years Ago
Don't allow contacts window to be opened if in the tutorial. Hide UI button for contacts if in the tutorial.
2 Years Ago
Train tunnel entrance mesh progress
2 Years Ago
LuaMesh.BuildFromTriangles allows modifying the mesh This is only permitted when the vertex count matches between existing mesh, and the new mesh. EntityEmitSound blocks CSceneEntity close captions
2 Years Ago
Bass, cowbell, flute, guitar, jerry can guitar, tambourine, trumpet setup for weapon racks.
2 Years Ago
Removed global.vehicleDismountHoldTime convar Added more specific convars in it's place: groundVehicleDismountTime, flyingVehicleDismountTime, aquaticVehicleDismountTime and horseDismountTime Each convar controls how long it takes to dismount things to support scenarios like immediately dismounting cars but having a 0.5s delay when dismounting air or ocean vehicles Not every vehicle fit perfectly into a category, some notable decisions: -Workcarts, trains, sleds and snowmobiles are considered ground vehicles -Parachutes and ziplines are considered flying vehicles -Submarines, boogie boards and inner tubes are considered aqautic -A computer station is considered a flying vehicle if a drone is currently being controlled
2 Years Ago
Added support for highlighting a building block in the pie menu if the current tutorial stage requires it
2 Years Ago
Homing launcher now only sends a network tick if the current lock time has changed. Also fixes visual ADS glitch when switching weapons, unless currentLockTime is changing during weapon switch.
2 Years Ago
Show the button that opens the crafting menu next to any crafting objectives
2 Years Ago
More help videos