userJake_Richcancel

4,718 Commits over 1,372 Days - 0.14cph!

Yesterday
Enable streaming on recent updates new content textures
Yesterday
Enable streaming on more DLC textures
Yesterday
Enable streaming on a bunch of naval textures
Yesterday
Enable streaming on a bunch of recent DLCs
3 Days Ago
Add `visibilityradiusdeepsea` convar to increase the network range in the deep sea - default to 20 (640m)
4 Days Ago
Fix occupied seats not working after a vehicle is copy pasted
4 Days Ago
Fix `printspeed` not working on vehicles with old mounting behavior (reposition instead of parenting)
4 Days Ago
merge from main -> print_speed
5 Days Ago
merge from print_speed -> main
5 Days Ago
Added `printspeed` command to help measuring boat speed
9 Days Ago
Fix the mortar facing backwards when placing (even though ti's a placeholder model)
9 Days Ago
Make the placeholder item icon for a mortar shell more distinct because a blue rocket is terrible
9 Days Ago
Switch the adjustment tool from hammer -> pipe tool because holding E to pickup prevents the radial menu from opening
9 Days Ago
Add per-player cooldown so you can't alternate mortars to fire faster than intended - set cooldown on both players & mortars - use prediction to set the cooldown on the client after firing the mortar so the UI for "Fire" doesn't flicker before the network update is sent
9 Days Ago
Make "Fire" take 2.5 seconds - shorten cooldown from 4 -> 2 seconds to compensate - using the progress bar to imagine some kind of loading shell animation and then the mortar would have a short cooldown after shooting before you can load the next one Keep setting up prefab - enable repair - set max health - reduce placement angle from 45 degrees to 15 degrees (since it's currently based on large box placement)
10 Days Ago
Codegen
10 Days Ago
merge from main -> mortar_prototype
11 Days Ago
merge from revert_roof_stability_fix -> main
11 Days Ago
Disable the convar `support_highest_stability` to revert the roof stability fix - convert from convar -> hardcoded to ensure it stays disabled for now - fixes rare situation where stability would keep updating and ruin server performance - safer to revert to old behavior first before attempting more fixes
11 Days Ago
More progress
12 Days Ago
More work
12 Days Ago
Make GetActiveItem() work on both client and server
12 Days Ago
More stuff
12 Days Ago
Codegen
12 Days Ago
Update manifest (mortar related stuff only)
12 Days Ago
Initial work
16 Days Ago
merge from fix_manifest_errors -> main
16 Days Ago
Update manifest
16 Days Ago
Update manifest (prefabs)
16 Days Ago
merge from main -> fix_manifest_errors
16 Days Ago
Regenerating the manifest added new pooled strings to it (not concerning at all)
16 Days Ago
Update manifest (manifest)
16 Days Ago
Update manifest (prefabs)
16 Days Ago
merge from main -> fix_manifest_errors
19 Days Ago
Include count of total amount of warnings and errors after the manifest finishes generating
19 Days Ago
merge from main -> fix_manifest_errors
19 Days Ago
Handle NRE inside NPCAnimController.DoPrepare()
19 Days Ago
Update manifest
19 Days Ago
merge from main to fix_manifest_errors
22 Days Ago
Update manifest again - RHIBDriver had import error locally?
22 Days Ago
Fix NRE in Construction.DoPrepare() when allSockets is null
22 Days Ago
Start by updating the manifest
23 Days Ago
Fix the GUID warning that was actually caused by looking up path for empty / null prefab
23 Days Ago
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23 Days Ago
merge from fix_copy_paste_duplicate_entity -> main
24 Days Ago
Add `paste_grid {x} {y} {spacing}` command Fix not being able to undo multiple pastes with a single `undopaste` command
24 Days Ago
Refactored to pass a List<Vector3> from the client so we can implement different shapes & fixes without needing server update / mismatch of client & server RPCs
24 Days Ago
If pasting multiple "bases" at once (in a line) add all the entities to a single entry in the paste history so they can be undone in a single step
24 Days Ago
Refactor `paste` and `paste_line` into a single method one the client & server - paste now acts like a repeating paste with count of 1 - pass repeat count inside the RPC proto
24 Days Ago
Fix pooling error in SaveRestore.Load() that was causing pooling errors with copy paste in the editor