128,622 Commits over 4,201 Days - 1.28cph!

18 Minutes Ago
Bunch of work moving lock from boat to steering wheel and related refactoring/fixes.
19 Minutes Ago
scientist_boat_ai -> naval_update
19 Minutes Ago
turn off debug draw
20 Minutes Ago
Boat AI will automatically turn on the lights if its nighttime, keeps them off if its day
28 Minutes Ago
tweaked red color from the steering wheel so it doesn't draw as much attention
31 Minutes Ago
Better lights on the RHIB
34 Minutes Ago
enabling PlayerBoat correction forces with some initial balance
35 Minutes 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
36 Minutes Ago
merge from naval_update
40 Minutes Ago
Removed random wood beam in FC2 (transform override). Fixed negative values on railroad planter collision. Added colliders to singular security doors.
43 Minutes Ago
Remove logs
44 Minutes Ago
Use raycasts for avoidance instead. Spherecasts are just too unstable
45 Minutes Ago
disabled r/w and batching on seaweed clumps
47 Minutes 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
59 Minutes Ago
fix for: Modular Boats - Steering wheel direction not obvious. Added an arrow on the peg with the blue tape
1 Hour Ago
When boat dies kill all remaining scientist on board
1 Hour Ago
scientist_boat_ai -> naval_update
1 Hour Ago
Pass mount point for spawning, dont rely on position
1 Hour Ago
scientist_boat_ai -> naval_update
1 Hour Ago
Stop info box breaking with 'null action'
1 Hour Ago
Dont ram a player if they are way higher up on an island
1 Hour 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
1 Hour Ago
Stop group members including themselves in the pursuit notifications This prevents an infinite loop when pursuing a player
1 Hour 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.
2 Hours Ago
Added baked shore vector volumes to the FCs S2P
2 Hours Ago
Small Engine and Steering Wheel have proper gibs now. Also fixed lod popping on the steering wheel.
2 Hours Ago
merge from naval_update
2 Hours Ago
merge from dipsi
2 Hours Ago
Added a shared flat terrain to FC1/2/3 to replace the craggy terrain in scenes
2 Hours Ago
split off axle on windmill
3 Hours 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
3 Hours Ago
Flare LODs
3 Hours Ago
handling torque scaling properly when accumulated forces cancel (was dividing by zero in some cases and apply naninf torque)
3 Hours 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
3 Hours Ago
Added and Setup Naval Improvised Plank GIBS
3 Hours Ago
Removed redundant rpg7 ammo model prefabs
3 Hours Ago
removed unused field from shore vector override mod
3 Hours Ago
merge from shore_vectors
3 Hours Ago
Disable automatic creation of plugin helper object at runtime that's not used outside of editor
3 Hours Ago
merge from shore_vectors
4 Hours Ago
merge from deep_sea
4 Hours Ago
merge from floating_city_support
4 Hours Ago
applying baked data for floating cities
4 Hours Ago
rpg skin 3p holster position set and vm ADS idle anim linked in anim.controller
4 Hours Ago
Swapped out remaining world models on supplies and food market barges
4 Hours Ago
Added Flashlight Remake World Models and LODS
5 Hours Ago
renaming new medical syringe fbxs
5 Hours Ago
Allow enable_marker_teleport convar to be set from the server
5 Hours Ago
Fix "converting to lowercase" warning when opening mute player dialog
5 Hours Ago
fixed floating mesh decal on ghostship C/D back gate