userJake_Richcancel

4,167 Commits over 1,219 Days - 0.14cph!

Today
merge from fix_texture_analyzer_npot -> main
Today
`Find Uncompressed Textures` tool will now flag textures that have texture compression "enabled" except it's disabled due to the texture not being a power of 2 - will flag with big yellow prefix text in console that the texture is uncompressed due to not being a power of 2 + having mipmaps enabled - will include in the sum of texture memory being used by uncompressed textures
Today
M15 pistol (50MB)
Today
Delete old mannequin folder - clone of the store mannequin folder under `TwitchDrops/` but unreferenced everywhere
Today
Piper nigrum vines (27MB)
Today
Decor DLC wallpaper (42MB)
Today
Pilot ejector seat occlusion and normals (12MB)
Today
Pilot hazmat (120MB, though unsure how many textures were used in end product)
Today
Coconut gloves (20MB)
Today
Coconut torso armor (25MB)
Today
Enable streaming on mannequin textures (16MB)
Today
merge from fix_streaming_wallpaper -> main
Today
Enable texture streaming on wallpaper floors
Yesterday
merge from naval_update -> deep_sea
Yesterday
merge from main -> naval_update
Yesterday
merge from lop_entity_spawn_time -> main
Yesterday
Add `logentityspawntime` admin convar to print out spawn times on client - use `logentityspawntime_min` to control the minimum spawn times that are logged
Yesterday
merge from fix_tags_levelurl -> main
Yesterday
Include level url in server tags
Yesterday
merge from modding_can_throw -> main
Yesterday
Allow melee weapons to network if they can be thrown - fields `canThrowAsProjectile` and `onlyThrowAsProjectile` Add `setthrowable` command to test that it works 0 = not throwable 1 = throwable 2 = only throwable
Yesterday
merge from fix_sam_site_reload -> main
Yesterday
Fix sam sites not reloading after a period of inactivity - fixes SAM sites shooting <6 rockets before pausing to reload when an MLRS strike happens (or air vehicle but that's not as much of an issue) - will automatically reload after 45s of no target (convar `autoreloaddelay`) - rename Reload() -> LoadAmmo() because the reload code wasn't actually loading ammo
Yesterday
merge from modding_drone_tax -> main
Yesterday
Add `ent dronetax {Amount or Item Name}` to manually change drone tax for testing
Yesterday
merge from modding_drone_tax -> main
Yesterday
Reapply proto changes Only send delivery fee in network data, don't save to disk
Yesterday
Cherrypick CS 113029
Yesterday
merge from modding_max_hp -> main
Yesterday
- fix ent commands sometimes showing "no command found" - modified setmaxhealth command to work with new maxHealthOverride - clamp maxHP after overriding it - fix compile errors
Yesterday
merge from main -> modding_max_hp
Yesterday
Add `maxHealthOverride` to BaseCombatEntity so any entity can have their max HP overridden - setting it to anything >0 will cause MaxHP to be overridden on both server & client - check for maxHealthOverride in every MaxHealth() override - works for all entities (except nodes because they don't show their HP to client) Add `ent maxhp` command to allow setting max HP to a non-default value
2 Days Ago
Missed commiting .proto file for `fix_turret_interference_order` branch (filtered to .cs files)
2 Days Ago
merge from fix_turret_interference_order -> main
2 Days Ago
Comment
2 Days Ago
Serialize list of interfering turrets during save so we can restore the same state after restart
6 Days Ago
Start to fix turrets placed outside of a base turning off turrets inside a base - cache turrets within 40m instead of doing a physics query to find all turrets within 40m each time we update interference - rewrite the interference system, getting rid of all the queues - system is no longer recursive since a turret can only overload itself, meaning we never have to recalculate neighbors interference - when a turret turns on, if it would cause a nearby turret to go over the interference limit it instead will overload itself - when a turret turns off, it will check if any nearby turrets that are overloaded can now turn on Now the complex part: which overloaded turret should be turned on first - tried to reactivate overloaded turrets based on the order they were powered on, however this could be abused by stacking 40 turrets in your base (mostly overloaded) and the raiders having to destroy every single turret in the base before theirs would turn on - instead trying to prioritize the overloaded turrets with the least amount of active turrets nearby, assuming that the FOB will have less turrets nearby then the turrets inside the base
6 Days Ago
Fix compile errors
6 Days Ago
merge from climate -> deep_sea
6 Days Ago
Add animation curve to control how fast the bad weather lerps when the end wipe event starts
6 Days Ago
Override WeatherState with DeepSeaWeatherState on the client when you are inside the deepsea
6 Days Ago
Re-apply part of merge manually
6 Days Ago
Codegen
6 Days Ago
merge from deep_sea -> deep_sea/climate
7 Days Ago
Attempt #2 - store two specific weather states inside the single climate prefab (deep sea calm, deep sea wipe) - lerp between the two deep sea weather states based on the lerp float inside the DeepSeaManager entity (and network it) - add separate ClimateParameters for the deep sea (duplicate of Temperate for now) - read the DeepSeaWeatherState for temperature and rain (don't need to override snow since it can't snow outside the arctic)
8 Days Ago
manually override raid, snow and temperature manually when players are inside the deep sea
8 Days Ago
Add separate set of sliders for chance of each weather preset inside the deep sea - only clear weather allowed: no fog, rain or storms (since that indicates the deep sea is wiping soon) - only modify the visual weather effects on the client, don't mess with the ocean simulation yet
8 Days Ago
merge from naval_update -> deep_sea
9 Days Ago
merge from fix_admin_logging -> main
9 Days Ago
Print off `[Config File]` in the admin logs instead of `[Unknown]` when commands are read from a config file