userMartyn Chapmancancel
reporust_rebootcancel

1,259 Commits over 487 Days - 0.11cph!

5 Months Ago
Fix some compiler warnings being flagged as errors in the IDE
5 Months Ago
- Give oil dispenser at dome option to only function with an online powergrid, enabled and ran S2P - Ensure all powergrid connected entities receive an initial state refresh upon being spawned
5 Months Ago
Merge from main
5 Months Ago
Merge from ioeditor_fix
5 Months Ago
Fix IO editor GUI consuming all input in Unity 6 Fixes not being able to use right-click to move camera in scene view whilst this GUI is active
5 Months Ago
Redo changes from 152372 disabling automatic lightmap baking on powerplant and sphere_tank scenes
5 Months Ago
Merge from main Conflicts on powerplant and sphere_tank scenes, chose PlayerMaintainedMonuments version
5 Months Ago
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
5 Months Ago
Merge from industrial_dlc
5 Months Ago
Add script for the chain on the industrial garage door to scroll with door opening/closing
5 Months Ago
Merge from powerplant_powergrid
5 Months Ago
Merge from main
5 Months Ago
Separate out settings for requiring power to be functional and having different stats with power on recycler
5 Months Ago
Merge from main Conflicts on sphere_tank scene, chose PlayerMaintainedMonuments version. Will redo changes from main
5 Months Ago
Merge from industrial_dlc
5 Months Ago
Reorder industrial shelf colours to match shipping container
5 Months Ago
FIx NRE in SprayCan
5 Months Ago
Merge from industrial_dlc
5 Months Ago
Analytics event for changing entity colours with the spraycan should now be raised for all appropriate entities
5 Months Ago
Merge from industrial_dlc
5 Months Ago
Add compiler define in NavMeshEditorUtilities to stop compile simulator from failing Editor only script so wasn't a problem in builds
5 Months Ago
Merge from main
5 Months Ago
Fix industrial shelves not retaining colour when switching LOD's, follows same pattern used on shipping container building
5 Months 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
5 Months Ago
Setup colour changing with spraycan on industrial shelves
5 Months Ago
Merge from missionobjective_findentities_optim
5 Months Ago
Fix some objectives searching on layers which are no good on the client
5 Months Ago
Merge from missionobjective_findentities_optim
5 Months 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
5 Months 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
5 Months 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
5 Months 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
5 Months Ago
Update colliders on industrial garage door to exactly match those on original door
5 Months Ago
Enable stopOnParentDestroy on bandage and syringe sounds to stop them from being audible after holstering
5 Months 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
5 Months 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
5 Months Ago
Fix server.useLegacyWorkbenchInteraction always opening worbench upgrade panel
5 Months Ago
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5 Months 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
5 Months Ago
Adjust door chainlink colliders to overlap like they do on original garage door
5 Months Ago
Setup various things on the door prefab for the new skinned mesh renderer
5 Months Ago
Merge from main
5 Months Ago
Merge from 3p_spectator_improvements
5 Months Ago
Fix fucked up local playermodel if respawning after having changed to third person view whilst the local player is dead
5 Months Ago
Merge from main
5 Months 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™✨
6 Months Ago
Setup anim events for toggling visibility of arrows on worldmodel
6 Months Ago
Merge from main
6 Months Ago
Merge from 3p_spectator_improvements
6 Months 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