reporust_rebootcancel

124,018 Commits over 4,171 Days - 1.24cph!

5 Days Ago
Terrain material improvements.
5 Days Ago
Prefab scaling changes vs desert variant.
5 Days Ago
Tree related decal stuff
5 Days Ago
Helper methods for: Quickly checking if flags have changed between two flag sets Quickly checking if flags have changed between two flag sets Quickly checking if two entities are the same prefab (removes a bunch of GetEntity and prefabID checks) Quickly checking entity realm Quickly checking if item is in container Quickly checking if item is new
5 Days Ago
Compile fixes
5 Days Ago
Bunch of jakes suggestions: Renaming Creation of a general Safety class which can check items and throw exceptions if specific issues come up Integrate item safety class Keep assert stuff here as well
5 Days Ago
Merge from main
5 Days Ago
Fix compile errors
5 Days Ago
main -> facepunch_assert
5 Days Ago
full_drone_marketplace_fix -> main
6 Days Ago
merge from fix_admin_logging -> main
6 Days Ago
Print off `[Config File]` in the admin logs instead of `[Unknown]` when commands are read from a config file
6 Days Ago
flex_layout_manager_spam -> main
6 Days Ago
Add a Temp FlexLayoutManager, which will prevent the 'There is no FlexLayoutManager' error spam in bootstrap
6 Days Ago
WIP setup for playing notification sounds for monument events
6 Days Ago
missed files
6 Days Ago
assembly definition if i end up convinced to pull this to main
6 Days Ago
Our own small assertion library. Supports everything you'd expect with minimal overhead. Minimal abstraction. Throws failed conditions in debug.logerror so we can actually use it on staging effectively. Allows us to do assertions on CLIENT/SERVER specifically - takes advantage of our symbols Eg: FAssert.ThatOnServer(test == 5, "Success!")
6 Days Ago
compile_simulator_unused_variables -> main
6 Days Ago
Compile simulator will now treat 'field is assigned but its value is never used' as an error: just like our build server
6 Days Ago
syncvar_crosssave_fix -> main
6 Days Ago
Ensure Autosync sets the field value on the server as well as the client
6 Days Ago
Enable admin logging a bit later in the function so it doesn't capture `readcfg` running a bunch of commands
6 Days Ago
Added a small offset when activating bunnyhopping so the mounted player moves upwards with the bike rather than being glued to the seat (it was hard to get this perfect without the hands clipping through the handle bars) https://files.facepunch.com/jacob/1b0911b1/Unity_ywrHLT5FK7.mp4
6 Days Ago
Update manifest (prefab files)
6 Days Ago
Update manifest
6 Days Ago
security barge lods, collision, bug fixes. new stair prefab added for barge
6 Days Ago
hook into animator and animation events, use per-entity animation parameters
6 Days Ago
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6 Days Ago
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6 Days Ago
merge fix_copypaste_clear_turrets -> main
6 Days Ago
Fix turrets getting cleared when a base is copied using copypaste :( - fix pooling error that didn't copy users when saving turrets - remove old code that handled this by setting the list of users to null before returning data to the pool
6 Days Ago
Attempt #2 to take into account decay.scale convar value when calculating upkeep time/cost in TC UI
6 Days Ago
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6 Days Ago
merge from fix_admin_logging -> main
6 Days Ago
Merge from parent
6 Days Ago
merge from main
6 Days Ago
More anchor wip. Anchor now checks it can see the water. Debug drawing. Test save update.
6 Days Ago
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6 Days Ago
Fix log being restarted each time the server restarts instead of appending
6 Days Ago
reapplying BowWeapon_cleanup
6 Days Ago
reapplying hopper_corpse_harvest_fix
6 Days Ago
Bugfix: ServerOcclusion - Save an extra grid chunk of data if our topside neighbor has terrain - Added versioning to the occlusion cache file This avoids the hollow terrain problem at the expense of a bit more memory use. Need to optim the impl - it doubles phys queries, so doubles generation time Tests: used custom_occlusion_query and validated cases that previously incorrrectly passed
6 Days Ago
Debug: ServerOcclusion - for player_occlusion_subgrids, show cached info as well This shows the reason why it's possible to see through terrain at specific angles - our "narrow passages" approach get into hollow terrain Tests: used above to fly around and inspect the world
6 Days Ago
Update how mission rewards are serialized to support having a choice of rewards Update all mission assets with ported over rewards data Update mission editor inspector for new rewards structure
6 Days Ago
Manual impostors for curved palm variants.
6 Days Ago
Fix logging all commands by normal users - need to check both ServerUser and !ServerAdmin
6 Days Ago
If autoloading a property then invalidate the network cache - this ensures the first set of Autoloads will be replicated properly in all cases