userMartyn Chapmancancel
reporust_rebootcancel

517 Commits over 245 Days - 0.09cph!

19 Days Ago
Fix potential key has already been added exception in Server_RequestValidMissionsUpdate Also check the length of the static work queue before adding players to the collection of players requesting an update, instead of checking IsInvoking which checks an action only on that player
19 Days Ago
Merge from artist_pack_dlc
19 Days Ago
Modify hat/head wearables which had head clothing slots set for both under and over to now only be set to over, so that they can be worn with clothing items which are set to be underneath head. This is in line with other head item wearables.
19 Days Ago
Merge from main
19 Days Ago
- Paintball overalls mostly functional - Update WearableNotifyConditionalClothing to be able to check for clothing both under and over the source wearable, and for a clothing slot match only on specific slots - Changed PlayerModel.HasClothingUnder to return the bitmask value of all clothing slot matches both under and over the source wearable - Remove garbage allocations from SkinnedMultiMesh.FindParts
21 Days Ago
Comment out player state stuff from paintball code for now to get it compiling on the client, wasn't totally functional yet anyway
21 Days Ago
Merge from naval_update
21 Days Ago
Merge from naval_missions
21 Days Ago
Codegen Increase max distance on tutorial mission 8 position generator
21 Days Ago
Merge from naval_update
21 Days 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
21 Days Ago
Merge from main
21 Days Ago
Remove garbage allocations from BaseMission.id property Codegen
22 Days Ago
Merge from naval_update
22 Days Ago
Merge from main
22 Days Ago
- 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
22 Days Ago
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
25 Days Ago
Commit paintball gun code progress
25 Days Ago
Requests for what missions are valid on the server are now run on a work queue
25 Days Ago
- Fix some issues with position generators and exclusive mission points - Fix issues relating to player state missions data and resetting player state
26 Days Ago
Post merge fixes
26 Days Ago
Merge from artist_pack_dlc_old/paintball_overalls
26 Days Ago
Merge from naval_update
26 Days Ago
Merge from main
26 Days Ago
Fix client compile error
26 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
26 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.
26 Days Ago
Fixes for battery hunt mission
32 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
33 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
33 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
34 Days Ago
Add support for different animator override controllers per surface type on wallpaper tool
35 Days Ago
Merge from main
2 Months Ago
Merge from space_station_weapon_skin
2 Months Ago
Cherrypick from 139797
2 Months Ago
Cherrypick from 139793
2 Months Ago
Merge from main
2 Months Ago
Merge from space_station_weapon_skin
2 Months Ago
Merge from lr300_mag_drop
2 Months Ago
Merge from space_station_weapon_skin
2 Months Ago
Merge from naval_update
2 Months Ago
Merge from naval_missions
2 Months Ago
Remove repeated allocations from getting missions from the mission manifest
2 Months Ago
Merge from naval_update
2 Months Ago
Merge from naval_update
2 Months Ago
Fix issue causing low ammo indicator to be always on
2 Months Ago
Merge from main
2 Months Ago
Merge from remove_client_mission_state_requests
2 Months 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
2 Months Ago
Add 5s time cap to client requesting update to mission states