userMartyn Chapmancancel
reporust_rebootcancel

702 Commits over 334 Days - 0.09cph!

Add ProjectileModPartVisibility component which can be attached to BaseProjectile entities, can specify which parts of the worldmodel and viewmodel should be visible/invisible depending on what mods are attached Setup for sight rail on M16A2
Merge from industrial_dlc
Add script for the chain on the industrial garage door to scroll with door opening/closing
Yesterday
Merge from powerplant_powergrid
Yesterday
Merge from main
Yesterday
Separate out settings for requiring power to be functional and having different stats with power on recycler
Yesterday
Merge from main Conflicts on sphere_tank scene, chose PlayerMaintainedMonuments version. Will redo changes from main
Yesterday
Merge from industrial_dlc
Yesterday
Reorder industrial shelf colours to match shipping container
Yesterday
FIx NRE in SprayCan
Yesterday
Merge from industrial_dlc
2 Days Ago
Analytics event for changing entity colours with the spraycan should now be raised for all appropriate entities
2 Days Ago
Merge from industrial_dlc
2 Days Ago
Add compiler define in NavMeshEditorUtilities to stop compile simulator from failing Editor only script so wasn't a problem in builds
2 Days Ago
Merge from main
2 Days Ago
Fix industrial shelves not retaining colour when switching LOD's, follows same pattern used on shipping container building
2 Days Ago
Rework colour changing for industrial shelves to be more generic and move it all to a component that can be attached to entities we want to be able to change colours Removed all the bespoke stuff for buttons changing colour, it now uses this component and also has to use the spraycan
3 Days Ago
Setup colour changing with spraycan on industrial shelves
8 Days Ago
Merge from missionobjective_findentities_optim
8 Days Ago
Fix some objectives searching on layers which are no good on the client
8 Days Ago
Merge from missionobjective_findentities_optim
8 Days Ago
Fix MissionObjective_KillEntity missing set initialized flag Fix MissionObjective_KillEntity showing both standard mission marker and ping marker together when pings are enabled Fix WorldPositionGenerator potentially throwing a NRE in editor
9 Days Ago
Optimise mission objectives which dynamically update mission location to nearby target entities - Use a defined layer mask which matches that which the target entity/s will be found on, was previously doing a physics cast on every layer - Rework how entities are defined as valid for each objective to remove allocations - Now run the location updates entirely clientside where possible, it is only used for UI things and doesn't need to be run serverside if a valid entity is in range On our mission testing map brings serverside cost per 1s tick from ~0.4ms to ~0.07ms clientside and now garbage free
10 Days Ago
Fix a bunch of SetFlag usages which were potentially doing multiple unnecessary SendNetworkUpdate invokes Add a disposable struct to be able to define a scope in which we want to listen for flag changes and then do a network update at the end of the scope if flags changed
11 Days Ago
Update SetFlag to accept a specific update/send type. Makes it less easy to make the mistake of doing multiple send network updates in one go and allows for some neater one-line invokes Added some SetFlags methods that accept multiple flag set arguments, allows setting multiple flag values in one go before doing a single send and avoids multiple invokes of OnFlagsChanged
14 Days Ago
Update colliders on industrial garage door to exactly match those on original door
14 Days Ago
Enable stopOnParentDestroy on bandage and syringe sounds to stop them from being audible after holstering
14 Days Ago
Restore checking for playermodel persist anim next frame, current frame is too early for the animator states to have been updated Adjust clear playermodel anims to be slightly before the end of the bandage and syringe anims as they weren't being invoked at the very end
15 Days Ago
HeldEntity sends RPC to client notifying it is going to be destroyed because its item has been spent. Use that to determine if we should persist the animation or not Fixes the animations persisting on syringes and bandages when they shouldn't be
15 Days Ago
Fix server.useLegacyWorkbenchInteraction always opening worbench upgrade panel
15 Days Ago
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15 Days Ago
Expose options for recyclers to turn off without an online powergrid and have different efficiency/duration stats with an online powergrid Update recycler loot panel UI to pull from current stats to populate the text field, also optimise its update method
16 Days Ago
Adjust door chainlink colliders to overlap like they do on original garage door
16 Days Ago
Setup various things on the door prefab for the new skinned mesh renderer
16 Days Ago
Merge from main
21 Days Ago
Merge from 3p_spectator_improvements
21 Days Ago
Fix fucked up local playermodel if respawning after having changed to third person view whilst the local player is dead
21 Days Ago
Merge from main
21 Days Ago
Initial commit Basic setup and boilerplate stuff to turn on powerplant using new fuse like item, feeds power into a global powergrid which can be plugged into at IO access points. ✨𝘴𝘶𝘣𝘫𝘦𝘤𝘵 𝘵𝘰 𝘤𝘩𝘢𝘯𝘨𝘦™✨
22 Days Ago
Setup anim events for toggling visibility of arrows on worldmodel
22 Days Ago
Merge from main
24 Days Ago
Merge from 3p_spectator_improvements
24 Days Ago
Viewmode fixes: - Now need to press shift+F3 to set additional viewmodes. Just pressing F3 will only toggle between standard 1st and 3rd person. - SpectatePlayer should now return the correct currentViewMode during both spectate and demo playback. Removed hack for getting the viewmode - Can now switch between all viewmodes during demo playback - Fix SpectatorMode.Update not being called in third person during demo playback
25 Days Ago
Merge from 3p_spectator_improvements
25 Days Ago
Codegen
25 Days Ago
Merge from main
28 Days Ago
- Smoothed the zooming in and out in third person camera view - Fixed third person camera zoom being inverted. Added client.'invertthirdpersoncamzoom' convar for the sickos that prefer it the old way
28 Days Ago
- Fix connections potentially being added more than once in RpcTarget.FromFlags - Fix spectated player name and health text being invisible when spectating in third person - Add LocalPlayer.GetLocalOrDemoPlayer() to cleanup some usages for retrieving the local player. Consequently fixed a few incorrect usages of GetLocalOrSpectatePlayer()
29 Days Ago
- Fix metabolism values on other players not being recorded in demos - Add RpcTarget.FromFlags to easier construct who we want to send an RPC to - Fix full server snapshots not being sent if running client+server
30 Days Ago
Merge from 3p_spectator_improvements