130,988 Commits over 4,232 Days - 1.29cph!

4 Days Ago
Reduced monumentPuzzleResetRadiationPlayerEmptyTime from 5m -> 2m Reduced monumentPuzzleResetRadiationPreResetTime from 10m -> 5m Brings total possible radiation time from 15m -> 7m
4 Days Ago
Reduced monumentPuzzleResetRadiationAmount from 100 -> 3 (inner radiation sphere) Fixed the outer smaller radiation area going straight to 10, it now ramps in like the inner sphere over time
4 Days Ago
Add IgnoreAboveGroundPlayers option to TriggerRadiation, uses the IsUnderground check on BaseEntity which won't work in some cases (like noclipping under the terrain). It's what we use for the equivalent check on the puzzle reset If a PuzzleReset is set to ignoreAboveGroundPlayers it will now pass that along to it's radiation zone Airfield will now ignore above ground players Puzzles will now start counting time spent empty with rads active once any radiation is active, not just once radiation is fully activated Don't send the puzzle reset warnings to players that are above ground on a monument set to ignore above ground players
4 Days Ago
monumentPuzzleResetWarnings is now on by default and saved
4 Days Ago
Made poolable.
4 Days Ago
Gib prefabs. Tintable. Related files & filename org.
4 Days Ago
Added HMLMG to the skin viewer
4 Days Ago
Fixed back button not closing store pages
4 Days Ago
Change VPROF name for GetPathTime Make metrocops draw other types of pistols as well Fixed Combine Soldiers not walking/running with pistols/RPG Improve Metrocop behavior with the RPG * No longer tries to chase the player, go back to safe distance loop, etc. Combine Soldiers can walk/run with no weapon or melee weapons Breen acts like a combine when using weapons, instead of doing nothing Improve Hammer particle browser * No more random numbers in Used count, no more 13FPS, better layout, no more black background Revert "Do not rebuild node graph for workshop maps"
4 Days Ago
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4 Days Ago
merge from multidrop_nre_fix
4 Days Ago
SocketMod_Anchor now checks VehicleLarge during deployment
4 Days Ago
More anchor and sail fixes
4 Days Ago
Anchor and sail fixes
4 Days Ago
Wrap the whole menu init sequence in a try/catch
4 Days Ago
Stop a null drop NRE bricking the whole Bootstrap sequence
4 Days Ago
Convert remaining blocks to vehicle large
4 Days Ago
4 Days Ago
More IO prefabs allowed on Vehicle Large layer
4 Days Ago
volume changes on floating city sounds
4 Days Ago
Update: Adopt Scientist2FSM to be aware of ghostship navmesh Need to double check aiming logic (sometiems they aim at the sky), and investigate how initial on-navmesh spawning is done. Also need to convert variant FSMs Tests: spawned ship navmesh offset and with a rotation. Ran around into different areas of the ship and rooms - they pursued
4 Days Ago
Remade solar panel collider using primitives
4 Days Ago
Set most IO prefabs as deployable on vehicle large layer
4 Days Ago
matrix textures & updated box prefab with example matrix model
4 Days Ago
Tweaked the medium battery mesh collider so it can be convex
4 Days Ago
Very initial work for testing using VehicleLarge as the only/default layer for boats and their construction, to reduce the need to switch.
4 Days Ago
Started working on supporting IO on boats, wires and IO handles are now parented to their IO entity Wire reconnection messages are sending local pos
4 Days Ago
ambience sounds added to every barge and walkway on the floating cities
4 Days Ago
merge from main
4 Days Ago
First initial test for explosives component box
4 Days Ago
- Apply root motion (not needed but helps rule things out) - Setup correct reload time on the front turrets
4 Days Ago
Reorient the front point pivot
4 Days Ago
Steering wheel prefab cleanup
4 Days Ago
reduced triangles->vertices/indices processing by roughly half by making Triangles/EdgeKeys readonly struct and only calculating the hash once on creation, done in parallel when they're created and reduces the overhead in the single-thread processing stage
4 Days Ago
Fixed position offset on the front turret
4 Days Ago
- Fixed scuffed clamping on the front turret seat - Use tickrate for lerping (cant use deltatime since im predicting)
4 Days Ago
improved triangles->indices generation performance a bit, mainly trying to make it somewhat readable
4 Days Ago
edited eoka pose and python deploy anims and reduced eoka idle clip range so the anim loops correctly
4 Days Ago
merge from boat_building
4 Days Ago
Fixed realm removes after object rework
4 Days Ago
Split netting visuals and collision into separate objects. Lowered both. Decreased placement height of hull blocks.
4 Days Ago
sped up marching cube triangle generation by 10x by using local list batches with IJobParallelForBatch to reduce NativeList<>.ParallelWriter locking adds (~0.35ms -> ~0.05ms)
4 Days Ago
First iteration of balloon text and colour changing menu - Only added to circle balloon for testing and iteration
4 Days Ago
test mesh add
4 Days Ago
merge from server_occlusion_height_fix
4 Days Ago
Indirectly iterate modifiers with separate list of modifier types that servers as history
4 Days Ago
Animation pass on the rear 50cal
4 Days Ago
Update: serverocclusiondebug - clarify what invalid grid means Now explicitly saying that server occlusion treats path with one or more invalid grid positions as unblocked Tests: none, trivial change
4 Days Ago
Bugfix: server occlusion - skip occlusion for players outside of the occlusion grid Tests: checked occlusion between y:90 and y:110 - previously would stutter(OcclusionV1) or would occlude(OcclusionV2). Tested hiding behind a hill - still works
4 Days Ago
part 2