useroctocancel

928 Commits over 396 Days - 0.10cph!

6 Months Ago
merge from main
6 Months Ago
update from main
6 Months Ago
update from main
6 Months Ago
Add error icon next to the domain reload toolbar toggle to make it more clear that it shouldn't be used in CLIENT or SERVER modes.
6 Months Ago
Fix crash with paddling pool unloading.
6 Months Ago
Only evaluate entties in showentities once, otherwise it's really slow on bigger scenes.
6 Months Ago
Add `debug.showentities entityname radius duration client` to debug draw invisible entities in a radius.
6 Months Ago
Add `server.randomize_seed` cvar to set random seeds on launch.
6 Months Ago
merge buoyancy_fixes to main
6 Months Ago
Implement cutoff planes and artificial water info for water volume burst queries, fix water volume queries using the wrong axis(wtf).
6 Months Ago
Fix trails following cannonballs during reloads and when moving the cannon around.
6 Months Ago
merge buoyancy_fixes to main
6 Months Ago
merge cannon_protection to main
6 Months Ago
update from main
6 Months Ago
merge from cannon_slowdown
6 Months Ago
run codegen :facepalm:
6 Months Ago
Move cannon hit checking to TakeDamage, balance cannon slowdown so that its actually noticeable (0.7->0.3)
6 Months Ago
Remove "Disable Platform Services" from iteration speed editor menu, it breaks way too often while other settings are generally safe to use.
6 Months Ago
Add cvar for controlling cannon hit slowdown on boats
6 Months Ago
update from main
6 Months Ago
Slow down player boats when after being hit by cannons.
6 Months Ago
Add protection for mounted cannon users (50% to all for now)
6 Months Ago
merge nre_fix back to main
6 Months Ago
Fix buoyancy batching throwing errors in scenes without a water system/ocean sim.
7 Months Ago
Fix buoyancy submerged states being incorrect while batching. Slight perf improvement from no longer calling submerged callbacks for no reason. (thanks BlackLightning)
7 Months Ago
Remove scaled fuse animation time. Fix curve for fuse burn material being scaled to the original 3s.
7 Months Ago
Change original fuse animation time to 1s to fix animation timescaling.
7 Months Ago
Add fuse burn animation to cannon firing. Retarget new fuse mesh to old fuse bones. Toggle fuse depending on loaded state. (this might be unnecessary.)
7 Months Ago
Add sidechecks to cannons to fix being able to rotate into no longer mountable spots.
7 Months Ago
Default buoyancy batching to on.
7 Months Ago
Fix cannon handle spinning with buoyancy.
7 Months Ago
merge cannon window clipping fix
7 Months Ago
Fix ballista mounting checks failing in reasonable/well grounded spots. Fix cannons ignoring windows when checking line of sight.
7 Months Ago
merge small cannon fixes to main
7 Months Ago
Fix ballista null error spam. Fix cannon left ground check being assigned incorrectly in the prefab. Fix cannon ground checks being affected by ground.
7 Months Ago
Add `client.receivelatency` cvar to simulate latency/ping for debugging.
7 Months Ago
merge back updated tropical1
7 Months Ago
Fix tropical1 floating: Offset everything by terrain + overgrowth, move prefab transform back to 0
7 Months Ago
Rebake trop1
7 Months Ago
Fix native grid crash from completely broken clamping, add tests for native grid. Add buoyancy null checks to fix init errors when loading saves
7 Months Ago
Fix crash from unclamped indices when batch fetching flow directions.
7 Months Ago
Fix error from pasting dead boats, only update submerged states of filtered buoyancies.
7 Months Ago
Add cannon reload animations to the shared content bundle.
7 Months Ago
Bump up cannon health by 3x to 1000. Fix camera clipping while aiming the cannon on a boat.
7 Months Ago
Add another query check for native grids. dont set water infos if queries dont find anything
7 Months Ago
Animate cannon fuse to show whether the cannon is loaded or not, keeping this as a backup.
7 Months Ago
Allow repairing cannons
7 Months Ago
Fix native grid crash with buoyancy batching enabled
7 Months Ago
merge anim fix to main
7 Months Ago
Fix edge case with playable graphs already being setup when spawning a player model, immediately set isPlayableSetup rather than next frame.