131,436 Commits over 4,232 Days - 1.29cph!

9 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
9 Days Ago
monumentPuzzleResetWarnings is now on by default and saved
9 Days Ago
Made poolable.
9 Days Ago
Gib prefabs. Tintable. Related files & filename org.
9 Days Ago
Added HMLMG to the skin viewer
9 Days Ago
Fixed back button not closing store pages
9 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"
9 Days Ago
█▋▊▍▊ ▆▌▄▅▄ ▍▊▋ █▇▆▌▉ ▊▄▍▄▅▌▉▌ █▅▄▉▅▌ ▉▌▉▊ ▅▌▌█ ▍▉▅ █▇▉▌ ▌▍ ▇▅▇▆▋▇
9 Days Ago
merge from multidrop_nre_fix
10 Days Ago
SocketMod_Anchor now checks VehicleLarge during deployment
10 Days Ago
More anchor and sail fixes
10 Days Ago
Anchor and sail fixes
10 Days Ago
Wrap the whole menu init sequence in a try/catch
10 Days Ago
Stop a null drop NRE bricking the whole Bootstrap sequence
10 Days Ago
Convert remaining blocks to vehicle large
10 Days Ago
10 Days Ago
More IO prefabs allowed on Vehicle Large layer
10 Days Ago
volume changes on floating city sounds
10 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
10 Days Ago
Remade solar panel collider using primitives
10 Days Ago
Set most IO prefabs as deployable on vehicle large layer
10 Days Ago
matrix textures & updated box prefab with example matrix model
10 Days Ago
Tweaked the medium battery mesh collider so it can be convex
10 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.
10 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
10 Days Ago
ambience sounds added to every barge and walkway on the floating cities
10 Days Ago
merge from main
10 Days Ago
First initial test for explosives component box
10 Days Ago
- Apply root motion (not needed but helps rule things out) - Setup correct reload time on the front turrets
10 Days Ago
Reorient the front point pivot
10 Days Ago
Steering wheel prefab cleanup
10 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
10 Days Ago
Fixed position offset on the front turret
10 Days Ago
- Fixed scuffed clamping on the front turret seat - Use tickrate for lerping (cant use deltatime since im predicting)
10 Days Ago
improved triangles->indices generation performance a bit, mainly trying to make it somewhat readable
10 Days Ago
edited eoka pose and python deploy anims and reduced eoka idle clip range so the anim loops correctly
10 Days Ago
merge from boat_building
10 Days Ago
Fixed realm removes after object rework
10 Days Ago
Split netting visuals and collision into separate objects. Lowered both. Decreased placement height of hull blocks.
10 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)
10 Days Ago
First iteration of balloon text and colour changing menu - Only added to circle balloon for testing and iteration
10 Days Ago
test mesh add
10 Days Ago
merge from server_occlusion_height_fix
10 Days Ago
Indirectly iterate modifiers with separate list of modifier types that servers as history
10 Days Ago
Animation pass on the rear 50cal
10 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
10 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
10 Days Ago
part 2
10 Days Ago
texture and material updates
10 Days Ago
added fuse burn mesh to cannon to allow darkening of the fuse as it burns.