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411 Commits over 214 Days - 0.08cph!

4 Hours Ago
Merge from naval_update
4 Hours Ago
Merge from naval_missions
4 Hours Ago
Codegen Increase max distance on tutorial mission 8 position generator
4 Hours Ago
Merge from naval_update
4 Hours Ago
- Always check if a player can accept the mission before assigning it - MissionInstance now saves the provider as type IMissionProvider rather than BaseEntity - Fixes for registering tutorial pings on SpeakWith objective type - Don't try to save the dialogue graph if in play mode
4 Hours Ago
Merge from main
Remove garbage allocations from BaseMission.id property Codegen
Yesterday
Merge from naval_update
Yesterday
Merge from main
Yesterday
- Don't process which missions are available for a player if they have an active mission, or if they are talking to an NPC to complete a mission - Request a missions update if the deep sea opens/closes whilst our map is open, not only when the deep sea opens - Other minor fixes
Yesterday
Assign steam item to paintball ammo item definition Add error log before trying to access a potentially null steam item in UIBlueprints::UpdateBlueprints Remove impact effect log spam
4 Days Ago
Commit paintball gun code progress
4 Days Ago
Requests for what missions are valid on the server are now run on a work queue
4 Days Ago
- Fix some issues with position generators and exclusive mission points - Fix issues relating to player state missions data and resetting player state
5 Days Ago
Post merge fixes
5 Days Ago
Merge from artist_pack_dlc_old/paintball_overalls
5 Days Ago
Merge from naval_update
5 Days Ago
Merge from main
5 Days Ago
Fix client compile error
5 Days Ago
Optimisation for EnvironmentManager.Check - No longer converts the physics overlap collider buffer to a list - Returns true as soon as a valid environment volume collider is found rather than always iterating through all colliders
5 Days Ago
Commit progress on mission "can accept" improvements - Split up work between client and server. Server checks if missions are valid, this result is the same for all players and does not need to be regenerated at the request of each player. Clients use this result + checking themselves if they could accept this mission for things like mission provider map marker visibility. - Removed "relative to" position generator type "player" as this no longer works for generating positions in a player agnostic way before missions have been accepted. Replaced each case where this was used in mission position generators, all missions should still be functional as before using alternative position types. - Modify blocked points so that they work properly with positions being generated in advance of missions being accepted. - Misc minor mission related optimisations. TLDR: Restoring mission provider map marker functionality whilst also fixing problems of these being misleading due to discrepancies between the client and server for if missions can be accepted.
5 Days Ago
Fixes for battery hunt mission
11 Days Ago
Remove ViewmodelCameraAnimationSync component from deploy state on wallpaper viewmodel animator to remove warning about unable to find state Wallpaper third person animator only plays unroll animation on surface type change, not skin changes
12 Days Ago
Fix third person wallpaper tool not playing animation when switching surface types Fix all wallpaper tool models being visible in third person until first surface type or skin change
12 Days Ago
Wallpaper tool third person animator setup to receive updates to surface type for different deploy animations Removed unrigged model from wallpaper tool entity, correct third person model for surface type now gets enabled/disabled
13 Days Ago
Add support for different animator override controllers per surface type on wallpaper tool
14 Days Ago
Merge from main
39 Days Ago
Merge from space_station_weapon_skin
39 Days Ago
Cherrypick from 139797
39 Days Ago
Cherrypick from 139793
39 Days Ago
Merge from main
41 Days Ago
Merge from space_station_weapon_skin
41 Days Ago
Merge from lr300_mag_drop
41 Days Ago
Merge from space_station_weapon_skin
42 Days Ago
Merge from naval_update
42 Days Ago
Merge from naval_missions
46 Days Ago
Remove repeated allocations from getting missions from the mission manifest
46 Days Ago
Merge from naval_update
46 Days Ago
Merge from naval_update
46 Days Ago
Fix issue causing low ammo indicator to be always on
47 Days Ago
Merge from main
48 Days Ago
Merge from remove_client_mission_state_requests
48 Days Ago
Remove client requests for updating mission states due to concering profiler data Server still sends updated states when we go to talk to a mission provider, but only for that mission provider rather than all (so player still sees correct dialogue options for selecting missions) Server still updated states for all mission providers after accepting a mission, but because player will have a mission currently active it will return much earlier in the function that checks if we can accept each mission
48 Days Ago
Add 5s time cap to client requesting update to mission states
48 Days Ago
Merge from client_request_mission_states
48 Days Ago
Merge from space_station_weapon_skin
48 Days Ago
Fix warning spam on viewmodel
49 Days Ago
Boost visibility of display back elements
49 Days Ago
Ammo display llight now works again, and apply fade in to light intensity on deploy
49 Days Ago
- Add option on 'GoToDeepSea' objective types to fail the mission once the deep sea closes. Enabled for the floating city wood delivery mission - Also add option to only allow mission to be started if we are x many seconds away from deep sea wipe/closing. Also enabled for this mission - Mission failure chat message is now translated. Also provided additional context for mission failure by showing the failure reason