130,842 Commits over 4,232 Days - 1.29cph!

18 Minutes Ago
Fix arctic research puzzle radiation spawning randomly across the map - was having it's worldPosition added twice: once via localPosition and once via BoxCollider.center - set the WorldPosition to zero so the BoxCollider.center can be the worldPosition
37 Minutes Ago
Remove leftover log
46 Minutes Ago
Apply an additional 25 damage per puzzle reset tick to all players in the inner radiation range once the radiation reaches it's peak level
54 Minutes Ago
- Setup objective resetting for go to underwater lab objective - Removed serialized mission icon definitions from mission assets, instead paired these with an enum value in new MissionIconsConfig scriptable object. Objectives have a virtual method to define which icon type should be used per objective. SpeakWith type objectives now use the talk with mission provider speech bubble icon, other objective types use the generic mission icon - Setup being able to have multiple active objective markers on the map and compass at once - Fix issue with check for prerequisite objectives
59 Minutes Ago
Reduced monumentPuzzleResetRadiationPlayerEmptyTime from 5m -> 2m Reduced monumentPuzzleResetRadiationPreResetTime from 10m -> 5m Brings total possible radiation time from 15m -> 7m
1 Hour 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
1 Hour 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
3 Hours Ago
monumentPuzzleResetWarnings is now on by default and saved
3 Hours Ago
Made poolable.
3 Hours Ago
Gib prefabs. Tintable. Related files & filename org.
3 Hours Ago
Added HMLMG to the skin viewer
4 Hours Ago
Fixed back button not closing store pages
4 Hours 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 Hours Ago
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4 Hours Ago
merge from multidrop_nre_fix
4 Hours Ago
SocketMod_Anchor now checks VehicleLarge during deployment
4 Hours Ago
More anchor and sail fixes
5 Hours Ago
Anchor and sail fixes
5 Hours Ago
Wrap the whole menu init sequence in a try/catch
5 Hours Ago
Stop a null drop NRE bricking the whole Bootstrap sequence
5 Hours Ago
Convert remaining blocks to vehicle large
5 Hours Ago
5 Hours Ago
More IO prefabs allowed on Vehicle Large layer
5 Hours Ago
volume changes on floating city sounds
Today
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
Today
Remade solar panel collider using primitives
Today
Set most IO prefabs as deployable on vehicle large layer
Today
matrix textures & updated box prefab with example matrix model
Today
Tweaked the medium battery mesh collider so it can be convex
Today
Very initial work for testing using VehicleLarge as the only/default layer for boats and their construction, to reduce the need to switch.
Today
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
Today
ambience sounds added to every barge and walkway on the floating cities
Today
merge from main
Today
First initial test for explosives component box
- Apply root motion (not needed but helps rule things out) - Setup correct reload time on the front turrets
Reorient the front point pivot
Today
Steering wheel prefab cleanup
Today
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
Fixed position offset on the front turret
- Fixed scuffed clamping on the front turret seat - Use tickrate for lerping (cant use deltatime since im predicting)
Today
improved triangles->indices generation performance a bit, mainly trying to make it somewhat readable
Today
edited eoka pose and python deploy anims and reduced eoka idle clip range so the anim loops correctly
Today
merge from boat_building
Today
Fixed realm removes after object rework
Today
Split netting visuals and collision into separate objects. Lowered both. Decreased placement height of hull blocks.
Today
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)
Today
First iteration of balloon text and colour changing menu - Only added to circle balloon for testing and iteration
Today
test mesh add
Today
merge from server_occlusion_height_fix
Today
Indirectly iterate modifiers with separate list of modifier types that servers as history