userMartyn Chapmancancel
reporust_rebootcancel

1,259 Commits over 487 Days - 0.11cph!

4 Months Ago
Take compound scene from main, S2P
4 Months Ago
Merge from main
4 Months Ago
Merge from hideheldentity_hack_embrace
4 Months Ago
Cleanup
4 Months Ago
Optimise SendNetworkUpdates in chainsaw, the original sin for this bug Remove invoke delegate allocations across chainsaw
4 Months Ago
Merge from main
4 Months Ago
Fix another issue which would cause any held entity to not be hidden if entering network range of a player performing a looping gesture Fix all the invoke delegate allocations in BasePlayer-Gestures
4 Months Ago
Merge from worldposiitongenerator_optim
4 Months Ago
More optimisations for missions WorldPositionGenerator Remove the uneccessary persistent heap allocations for quadtree element arrays and element->rect lookup. Just store rect arrays directly Only keep in memory rects which we know are within valid bounds for a given set of input values rather than all of them Don't do boundary checks on those rects which have been preprocessed (we already know they are within valid bounds) Remove some garbage allocs from lambda captures in PrecalculatePositions (takes place once at server boot)
4 Months Ago
Manifest, localization
4 Months Ago
Cherrypick 154959 155015
4 Months Ago
Merge from apartment_complex_monument
4 Months Ago
Merge from apartment_complex_monument
4 Months Ago
Subtract merge from main 154957
4 Months Ago
Embrace the yeet. Ignore any network position updates whilst the held entity is hidden below the map Much safer fix for held entities potentially reappearing during gestures when they should be hidden
4 Months Ago
Attempted fix/refactor of how we hide held entities whilst performing gestures Held entities are now properly holstered/redeployed instead of being yeeted 1km below the map for the duration of the gesture. The redeploy happens instantly (same as before) Seems to work okay, seemingly only a few small issues to iron out
4 Months Ago
Remove concept of global available power amount for now, instead each powergrid access point has a base amount it provides when powered. Inserted powerplant fuses increase this amount at every access point. Felt like the cleaner way of distributing power regardless of map size and number of access points. Rename powergrid_generator.static prefab as it isn't really a generator Add option to electric generators for what they should do if they require the powergrid but server has powergrid disabled (do we want certain powergrid connected circuits then always powered on or off)
4 Months Ago
Merge from powergrid
4 Months Ago
Fix the power plant high grade fuseboxes using the wrong loot panel type S2P powerplant
4 Months Ago
Enable powergrid settings on the recyclers in outpost for demo purposes S2P outpost/compound
4 Months Ago
Merge from main
4 Months Ago
Merge from m16a2
4 Months Ago
Fix NRE in AutoTurret
4 Months Ago
Merge from m16a2
4 Months Ago
Update files that are showing as different from main
4 Months Ago
Merge from m16a2/turret_burstfire
4 Months Ago
Merge from main
4 Months Ago
More fixes
4 Months Ago
Restore missed change in last commit Cache the invoke delegates in AutoTurret.Server
4 Months Ago
Restore changes from merge
4 Months Ago
Merge from main
4 Months Ago
Fixes for burst firing in turrets, seems to work okay now Add a warning log if the next scheduled firing time in a turret is < the attack cooldown on the attached weapon as this fucked me. Should catch if it still occurs
4 Months Ago
Rename StagedResourceEntityInfo component to StagedDestructionEntityInfo Change serialized collision mesh references on StagedResourceEntity and StagedDestructionEntityInfo stages to arrays so we can swap out multiple colliders between stages Update all existing resource entities so collision meshes are held in the new arrays instead Update collapse blocker to correctly swap out its colliders at each stage
4 Months Ago
Remove root transform name from path to gibs, was unnecessary and caused trip ups
4 Months Ago
Fix monument blockers spawning all their gib stages on death
4 Months Ago
Fix gibbable paths on vent cage blocker
4 Months Ago
.meta file
4 Months Ago
Manifest
4 Months Ago
Merge from main
4 Months Ago
- Add a fridge to supermarket which periodically respawns food and can be opened if there is an online powergrid. Using existing fridge asset for now - Add servervars 'respawnloot_lookingat', 'respawnloot_radius' and 'respawnloot_all' to respawn loot in loot containers - Add ILootContainer interface so the lootable fridge can also be treated as a loot container - S2P supermarket, add gas station to maintained monuments test map
4 Months Ago
Rename vent blocker entity for consistency Rebuild manifest
4 Months Ago
Fix monument blocker resource dispenser not respecting its melee protection stats Fixes an explosive damage only monument blocker still being able to take melee hits
4 Months Ago
Add simple demo loot room to powerplant locked behind a powered powergrid Revert making CardReader and ElectricSwitch themselves powergrid entities, ElectricGenerator suffices and and is simpler
4 Months Ago
- Make CardReader, ElectricSwitch and ElectricGenerator powergrid entities to give them the option to only passthrough power if there is an online powergrid. Enables setting up puzzles which depend on the powergrid - Improve how powergrid IO access points were handling changes in available power - Don't add entities with "require powergrid" disabled to the list of powergrid entities to update
4 Months Ago
Fix World.Spawn not checking if prefab is contained in the new serialized GameObjectRef[] array for spawning specific monuments Wasn't a problem testing maps in C+S in editor but could have been problem in future if regular procgen maps made use of this array
4 Months Ago
Add airfield and supermarket to procgen test map
4 Months Ago
Post merge fixes
4 Months Ago
Manifest, localization
4 Months Ago
Manifest, codegen, localization
4 Months Ago
Merge from apartment_complex_monument Was easier than merging from main as this branch contains an earlier merge from apartments