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563 Commits over 273 Days - 0.09cph!

Just Now
Merge from main
Just Now
- Fix paintball impact effects not always behaving with turrets - "Impotent" projectiles created just for effects for non instigating clients now know about their source weapon - Cleanup EntityRealm::TryGetEntity - Fix paintball impacts instigated by the local player not ignoring max spawn distance
3 Days Ago
Merge from turret_paintball_fixes
3 Days Ago
Fixes for how paintball gun behaves with turrets: - Damage is now increased when a paintball gun in a turret shoots someone wearing paintball overalls, same way when shot by another player wearing overalls - Last applied paintball colour is now retained when placing the paintball gun in a turret Misc changes: - Removed paintball damage scaling in code for hitting different entity types, instead use the protection property assets - HeldEntity cached item is now usable on both client/server - Add sourceWeapon to projectiles, so the client can retrieve the source weapon entity from locally instigated projectiles - HitInfo is now Disposable, same pattern as PooledList - Remove various unnecessary HitInfo allocations
4 Days Ago
Add ability to keep entity hold type override on 3rd person playermodel active after the entity has been destroyed, until an animation event has been received (same setup as for viewmodels) Fix an issue where overrides of DoPrepare were not being called when invoked from the context menu button
4 Days Ago
Revert change to tutorial island mesh in #144520, it borked the island
4 Days Ago
Merge from tutorial_island_mesh_fix
6 Days Ago
Merge from naval_missions
6 Days Ago
Merge from naval_update
6 Days Ago
Don't add tutorial missions to the revalidate missions work queue
6 Days Ago
Merge from naval_update
6 Days Ago
Merge from main
6 Days Ago
Remove unnecessary extra field recently added to Item, use existing instanceData on the item instead Bumps network protocol due to updated protobuf definition Should only be merged with next wipe
6 Days Ago
Add support for having held entity viewmodels stay active after the entity has been destroyed due to using the last item in a stack, fixes viewmodel animations stopping early Setup for beancan grenade as a demo
7 Days Ago
Merge from skin_access_improvements
7 Days Ago
Remove DeveloperOnly visibility flag from skins_access due to some servers relying on it being visible Fix skins_access -1 not working with default wallpapers
7 Days Ago
Merge from main
7 Days Ago
Merge from blendedsoundloops_onvalidate_fix
7 Days Ago
Check if SoundDefinition template is valid before accessing it in BlendedSoundLoops::OnValidate Fixes error spam in editor
10 Days Ago
Fix deep sea treasure mission progress getting stuck if player disconnects after digging up treasure chest
10 Days Ago
Merge from treasure_mission_fix
10 Days Ago
Check for skins_access value when checking if a steam item is in our inventory
10 Days Ago
Merge from main
11 Days Ago
Merge from boatscientists_mission_fix
11 Days Ago
Mission to kill deep sea patrol boat scientists now fails if the deep sea closes
11 Days Ago
Merge from wildlifecull_wolf_fix
11 Days Ago
Add Wolf2 to eligible animals for Wildlife Cull mission
12 Days Ago
Merge from skin_access_improvements
12 Days Ago
Fix compile error
12 Days Ago
Merge from skin_access_improvements
12 Days Ago
Cleanup how skins_access worked, now runs in the base "do we own this DLC" style checks rather than having branches in various different classes Fixes default wallpapers not being available with skins_access -1
12 Days Ago
Merge from naval_update
12 Days Ago
Merge from naval_missions
12 Days Ago
Revert change to MissionPoint type position generator for now due to error Fix item already added exception in request missions update
12 Days Ago
Merge from naval_update
12 Days Ago
Merge from naval_missions
12 Days Ago
Suggested simplifications for performance capture
12 Days Ago
Merge from naval_update
12 Days Ago
Merge from main
12 Days Ago
Cleanup bits from last commit Add 'profileNextMissionsValidStateWorkQueue' servervar to generate a performance capture containing the next run of the missions work queue if profling is enabled
13 Days Ago
- Optimise WorldPositionGenerator, this was the most expensive job in the new work queue and is now showing as at least 30x faster at in testing - Optimise MissionPoint type position generator so it no longer always iterates through all mission points on the server - Now check when we last revalidated each mission before adding it to a run of the work queue rather than just checking time between runs of the work queue itself - Move work queue run cooldown to a servervar 'missionValidStateWorkQueueCooldown', and added 'missionPerValidStateCooldown' to configure cooldown between revalidating individual missions - Add servervars 'resetmissions' and 'resetmissions_alll' to reset missions progress for a target player or all players on a server. Useful if saved missions progress is borked without having to reset entire player state - Player now requests a mission valid states update when they join a server, so map markers will be ready for when they first open their map
19 Days Ago
Merge from 3p planner animation update
19 Days Ago
Animation fixes and code improvements
19 Days Ago
Merge from main
19 Days Ago
Merge from 3p wallpaper animation update
19 Days Ago
Cleanup old door closer code, open/close anims basic setup
21 Days Ago
Merge from naval_update
21 Days Ago
Merge from main
23 Days Ago
Fix null exception when quickly switching between paintball guns
25 Days Ago
Disable being able to wear headgear with paintball overalls due to balance issues