139,398 Commits over 4,474 Days - 1.30cph!

10 Months Ago
Moved the net that was causing the movement issues. Made my silly collider a little bigger. fishing_village_b s2p
10 Months Ago
improve transform access in correction forces
10 Months Ago
undid plane points reordering in the prefab, code was adjusting it in the wrong order - corrected there instead
10 Months Ago
edited rpg skin 3p reload anim
10 Months Ago
re-ordered control forces plane points so plane normal points up, also set non-stupid values for control accel
10 Months Ago
Optim: pool SpectatorSubStrategy and SpectatedSubStrategy Tests: 2p session on craggy with disconnects - checked pool.print_memory afterwards
10 Months Ago
steeringwheel controls HasDriver flag of parent boat
10 Months Ago
Fix certain props not being able to be spawned due to recent changes
10 Months Ago
Bunch of work moving lock from boat to steering wheel and related refactoring/fixes.
10 Months Ago
scientist_boat_ai -> naval_update
10 Months Ago
turn off debug draw
10 Months Ago
Boat AI will automatically turn on the lights if its nighttime, keeps them off if its day
10 Months Ago
tweaked red color from the steering wheel so it doesn't draw as much attention
10 Months Ago
Better lights on the RHIB
10 Months Ago
enabling PlayerBoat correction forces with some initial balance
10 Months Ago
added acceleration mode for boat wave correction forces, default is force (old behaviour) - lets us have consistent control forces on playerboats without worrying about mass differences
10 Months Ago
merge from naval_update
10 Months Ago
Removed random wood beam in FC2 (transform override). Fixed negative values on railroad planter collision. Added colliders to singular security doors.
10 Months Ago
Remove logs
10 Months Ago
Use raycasts for avoidance instead. Spherecasts are just too unstable
10 Months Ago
disabled r/w and batching on seaweed clumps
10 Months Ago
Update: convert IsBeingSpectated utility - Updated dependent code to use new GetSpectators instead of old nested children approach Tests: spectated player on craggy that shot scientists - headshot sounds replicated correctly to the spectator
10 Months Ago
fix for: Modular Boats - Steering wheel direction not obvious. Added an arrow on the peg with the blue tape
10 Months Ago
When boat dies kill all remaining scientist on board
10 Months Ago
scientist_boat_ai -> naval_update
10 Months Ago
Pass mount point for spawning, dont rely on position
10 Months Ago
scientist_boat_ai -> naval_update
10 Months Ago
Stop info box breaking with 'null action'
10 Months Ago
Dont ram a player if they are way higher up on an island
10 Months Ago
Clean: remove BaseEntity spectating support and fix up types/names of relevant code This code was broken for multiple years, and couldn't think of a reason it could be useful, so simplifying. Tests: spectated on craggy, cycled view modes
10 Months Ago
Stop group members including themselves in the pursuit notifications This prevents an infinite loop when pursuing a player
10 Months Ago
Update: when spectated player disconnects, switch spectators to a new target - this also fixes a leak of spectated players list, since it gets cleared by above action Tests: flew out, disconnected - spectator returned to self. Reconnected, started spectating joined player - all replicated.
10 Months Ago
Added baked shore vector volumes to the FCs S2P
10 Months Ago
Small Engine and Steering Wheel have proper gibs now. Also fixed lod popping on the steering wheel.
10 Months Ago
merge from naval_update
10 Months Ago
merge from dipsi
10 Months Ago
Added a shared flat terrain to FC1/2/3 to replace the craggy terrain in scenes
10 Months Ago
split off axle on windmill
10 Months Ago
Update: reimplement spectating to use ISubscriptionStrategy instead of secondary groups - Done via SpectatorSubStrategy (takes subscriptions of target) and SpectatedSubStrategy (notifies when group changes) - Removed old secondary group code and reverted relevant Network API changes - Made Networkable.OnSubscriptionChange public This also fixes the bug with previous version that it only saw "near" distance entities Tests: Spectated player on craggy, flew around until island disappeared from rendering - no NREs. Got 2 things to improve, and I think it's done
10 Months Ago
Flare LODs
10 Months Ago
handling torque scaling properly when accumulated forces cancel (was dividing by zero in some cases and apply naninf torque)
10 Months Ago
Editor tool to find missing worldmodel outlines, fix missing outlines for: Apple, CactusFlesh, TunaCan, HiveNuclei, AdvancedAntiRadTea, AdvancedHealingTea, AdvancedHealthTea, AdvancedOreTea, AdvancedScrapTea, AdvancedWoodTea, BasicAntiRadTea, BasicHealingTea, BasicHealthTea, BasicOreTea, BasicScrapTea, BasicWoodTea, CoolingTeal, HarvestingTea, PureAntiRadTea, PureHealingTea, PureHealthTea, PureOreTea, PureScrapTea, PureWoodTea, WarmingTea, largebackpack, smallbackpack, wm_twitch_rivals_flag, candy_cane, snowball, candycanes, electric_garland, gingermen, pinecones, polestar, tinsel, xmas_baubles, Potato, horse_dung_pile, horsedung, LargeMedkit
10 Months Ago
Added and Setup Naval Improvised Plank GIBS
10 Months Ago
Removed redundant rpg7 ammo model prefabs
10 Months Ago
removed unused field from shore vector override mod
10 Months Ago
merge from shore_vectors
10 Months Ago
Disable automatic creation of plugin helper object at runtime that's not used outside of editor
10 Months Ago
merge from shore_vectors
10 Months Ago
merge from deep_sea
10 Months Ago
merge from floating_city_support