userJake_Richcancel

4,438 Commits over 1,249 Days - 0.15cph!

3 Days Ago
merge from qol_backpack_gather -> main
3 Days Ago
Fully fix give notices not taking backpack items into account - was scheduling a second update 0.1s after that didn't use the backpack code in previous commit
3 Days Ago
Try to fix it not including the backpack items in total item count pickup notice, but it's being weird in editor
3 Days Ago
Items collected when "gathering" will go to backpack automatically when main inventory is full - trees, nodes, corpses - collectables (hemp, stone on ground) - growable plants - doesn't apply when looting, only when gathering items from world
3 Days Ago
merge from fix_portal_clamping -> naval_update
4 Days Ago
Clamp position to the output portal when teleporting to and from the deep sea - primarily fixes running enterdeepsea causing you to teleported to middle of deep sea because it didn't clamp the distance from portal
4 Days Ago
merge from optimize_reduce_dynamic_occlusion -> main
4 Days Ago
Remove the IsEntityDynamic() override in CookingWorkbenchBBQ because that is not the normal BBQ :( - don't worry about normal bbq anyways, it was already static and seemed to work fine with occlusion
4 Days Ago
merge from industrial_pipe_batching -> main
4 Days Ago
Disable cpu batching on industrial pipes since the pipes randomly had incorrect rotations and there is a non-neglibable VRAM cost to keeping a duplicate of every industrial pipe mesh, can explore later
4 Days Ago
merge from main -> industrial_pipe_batching
4 Days Ago
merge from optimize_reduce_dynamic_occlusion -> main
4 Days Ago
Compile fixes
4 Days Ago
Mark ladder as static when parented to building block
5 Days Ago
Mark TC as static
5 Days Ago
Set additional entities as static so industrial adapters & codelocks parented are also considered static - furnaces / ovens (exclude BBQ because they open & close) - fridge - lockers - codelocks themselves (was accounting for doors but not the codelocks individually)
5 Days Ago
merge from main -> optimize_reduce_dynamic_occlusion
5 Days Ago
merge from extra_tutorial_safety -> naval_update
5 Days Ago
Extra check to make sure tutorial islands bounds can't spawn inside the deep sea bounds
5 Days Ago
Switch index -> i
5 Days Ago
merge from fix_impostors_not_deleting -> naval_update
5 Days Ago
Fix trees impostors in the deep sea getting stuck showing after resetting the deep sea and reconnecting - switch TreeManager from using local position when registering trees to using world position - fixes trees spawned parented to the island (before they are unparented) from being spawned in one tree grid but deleted from a different one - add ServerWorldPosition to keep existing behavior until we figure out if we are renaming ServerPosition
6 Days Ago
Set trees on client to global network = false, doesn't change behavior but reduces confusion when debugging
6 Days Ago
Fix broken reference to `ServerOnly` GameObject in RealmedRemove on Tropical1 (was correct on other islands) S2P
6 Days Ago
Add floating city 3 & 4 to monument menu and tropical island 1 - 4
6 Days Ago
merge from fix_deep_sea_wipe -> naval_update
6 Days Ago
Switch from List -> HashSet when collecting entities for deletion to avoid having a second ListHashSet<> to check for duplicates try catch deleting the entities so the delete coroutine is less likely to break
6 Days Ago
Fix fully global networked entities not getting killed when the deep sea wipes
6 Days Ago
merge from fix_boat_paste -> naval_update
6 Days Ago
Add error log indicating what entity failed to paste when exception was thrown
6 Days Ago
Fix NRE when loading a steering wheel without SteeringWheel protobuf - fixes pasting boats in completely broken physics state - old boat pastes still may not work
6 Days Ago
Increase deep sea terrain distance from 600m -> 750m
9 Days Ago
merge from deep_sea_repel -> naval_update
9 Days Ago
Fix NRE when checking if vehicle is near portal and needs repel force but portal / deep sea entity hasn't been spawned yet
9 Days Ago
Add collider to the back of the deep sea portals so it's not possible to get fully through the trigger but not teleported
9 Days Ago
Add repel force for vehicles that aren't allowed to teleport before they reach the entrance & exit portal - split old repel code into separate method - check both portal distance and normal ValidBounds distance on the main island - only check portal distance in deep sea
9 Days Ago
Split into `CanTeleportToDeepSea()` and `CanTeleportToMainIsland()` incase we need that functionality later, both call the same "can this entity teleport" method for now
10 Days Ago
Fix compile error that didn't merge from main
10 Days Ago
merge from fix_rhib_teleport -> naval_update
10 Days Ago
Add rhib and scientist RHIB to the vehicle whitelist
10 Days Ago
merge from fix_rhib_teleport -> navaL_update
10 Days Ago
Improve "CanEntityTeleport" method - add "IsMounted" check because mounted != parented - check if any passengers are NPCs, if so block (extra safety against scientist RHIBs teleporting
10 Days Ago
merge from main -> naval_update
10 Days Ago
merge from fix_terrain_texturing_alloc -> main
10 Days Ago
Fix TerrainTexutring NativeArray changes having the incorrect types - when using managed arrays it will automatically convert to Color - when using NativeArray your type needs to match the texture pixel format
10 Days Ago
merge from main -> fix_terrain_texture_alloc
10 Days Ago
merge from main -> naval_update
10 Days Ago
merge from fix_tree_impostors -> naval_update
10 Days Ago
Add helper property for "Is the local player in the deep sea"
10 Days Ago
Split impostor batches based on if their positions are inside the deep sea or not Only render deep sea batches when client is in the deep sea and vise versa for main island