129,730 Commits over 4,201 Days - 1.29cph!

11 Days Ago
Moved the net that was causing the movement issues. Made my silly collider a little bigger. fishing_village_b s2p
11 Days Ago
improve transform access in correction forces
11 Days Ago
undid plane points reordering in the prefab, code was adjusting it in the wrong order - corrected there instead
11 Days Ago
edited rpg skin 3p reload anim
11 Days Ago
re-ordered control forces plane points so plane normal points up, also set non-stupid values for control accel
11 Days Ago
Optim: pool SpectatorSubStrategy and SpectatedSubStrategy Tests: 2p session on craggy with disconnects - checked pool.print_memory afterwards
11 Days Ago
steeringwheel controls HasDriver flag of parent boat
11 Days Ago
Fix certain props not being able to be spawned due to recent changes
11 Days Ago
Bunch of work moving lock from boat to steering wheel and related refactoring/fixes.
11 Days Ago
scientist_boat_ai -> naval_update
11 Days Ago
turn off debug draw
11 Days Ago
Boat AI will automatically turn on the lights if its nighttime, keeps them off if its day
11 Days Ago
tweaked red color from the steering wheel so it doesn't draw as much attention
11 Days Ago
Better lights on the RHIB
11 Days Ago
enabling PlayerBoat correction forces with some initial balance
11 Days 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
11 Days Ago
merge from naval_update
11 Days Ago
Removed random wood beam in FC2 (transform override). Fixed negative values on railroad planter collision. Added colliders to singular security doors.
11 Days Ago
Remove logs
11 Days Ago
Use raycasts for avoidance instead. Spherecasts are just too unstable
11 Days Ago
disabled r/w and batching on seaweed clumps
11 Days 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
11 Days Ago
fix for: Modular Boats - Steering wheel direction not obvious. Added an arrow on the peg with the blue tape
11 Days Ago
When boat dies kill all remaining scientist on board
11 Days Ago
scientist_boat_ai -> naval_update
11 Days Ago
Pass mount point for spawning, dont rely on position
11 Days Ago
scientist_boat_ai -> naval_update
11 Days Ago
Stop info box breaking with 'null action'
11 Days Ago
Dont ram a player if they are way higher up on an island
11 Days 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
11 Days Ago
Stop group members including themselves in the pursuit notifications This prevents an infinite loop when pursuing a player
11 Days 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.
11 Days Ago
Added baked shore vector volumes to the FCs S2P
11 Days Ago
Small Engine and Steering Wheel have proper gibs now. Also fixed lod popping on the steering wheel.
11 Days Ago
merge from naval_update
11 Days Ago
merge from dipsi
11 Days Ago
Added a shared flat terrain to FC1/2/3 to replace the craggy terrain in scenes
11 Days Ago
split off axle on windmill
11 Days 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
11 Days Ago
Flare LODs
11 Days Ago
handling torque scaling properly when accumulated forces cancel (was dividing by zero in some cases and apply naninf torque)
11 Days 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
11 Days Ago
Added and Setup Naval Improvised Plank GIBS
11 Days Ago
Removed redundant rpg7 ammo model prefabs
11 Days Ago
removed unused field from shore vector override mod
11 Days Ago
merge from shore_vectors
11 Days Ago
Disable automatic creation of plugin helper object at runtime that's not used outside of editor
11 Days Ago
merge from shore_vectors
11 Days Ago
merge from deep_sea
11 Days Ago
merge from floating_city_support