userJake_Richcancel

5,127 Commits over 1,492 Days - 0.14cph!

9 Months 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
9 Months Ago
merge from fix_admin_logging -> main
9 Months Ago
Fix log being restarted each time the server restarts instead of appending
9 Months Ago
Fix logging all commands by normal users - need to check both ServerUser and !ServerAdmin
9 Months Ago
Prevent startup commands from being captured before we read command line to determine if we want to disable the logging
9 Months Ago
- fix unrestricted commands being logged as clientside - fix RCON using wrong empty field to identify rcon connections
9 Months Ago
merge from log_disable_logs -> main
9 Months Ago
Log to console indicating when logging is disabled & enabled
10 Months Ago
Codegen + fix compile error
10 Months Ago
Cherrypick CS 129086 & CS 129089, physx debug commands
10 Months Ago
Compile fixes
10 Months Ago
merge from admin_logging -> main
10 Months Ago
Log commands ran by admins to a log file - rotate daily log files - log any command ran by admins (including useless commands like "swapseats") so it works with modded servers as well where permissions can be all over the place - mark how each command was ran (server console, rcon, player) as well as some information about the user who ran it - enabled by default, can be disabled with startup parameter `-disableconsolelog`
10 Months Ago
Codegen
10 Months Ago
Switch the following behavior from gamemode fields -> convars - mapenabled - hideplayeronmap - hideplayermapdirection - fogofwar - fogofwarrevealsize - compassenabled
10 Months Ago
merge from main -> naval_update
10 Months Ago
merge from naval_update -> deep_sea
10 Months Ago
merge from deep_sea/networking -> deep_sea
10 Months Ago
Switch the deep sea island test prefab to only network to deep sea
10 Months Ago
Keep the `globalBroadcast` bool the same instead of switching to a "SpecialNetworkGroup" bool, instead make the enum "GlobalNetworkBehavior" - switch between 3 network groups (global, main island, deep sea) based on the enum - add the correct network group to subscriptions based on the bounds of the network group you are part of - re-add tooltip to `globalBroadcast` we removed
10 Months Ago
Add multiple global network groups - entire server - main island only - deep sea only Set global network group ids as constants Create enum to represent different types of global network groups Add enum to BaseEnitty (but keep globalBroadcast bool)
10 Months Ago
update deep_sea/networking
10 Months Ago
merge from deep_sea/portals -> deep_sea
10 Months Ago
Add the `Vehicle Large` layer to the portal trigger so it works with tugboats for testing
10 Months Ago
update deep_sea/portals
10 Months Ago
merge from naval_update -> deep_sea
10 Months Ago
merge from main -> naval_update - stomped mannequin material changes on naval_update branch
10 Months Ago
Fix portal teleport logic and add debugging of portal teleport attempts to ensure it's trying the right locations
10 Months Ago
Try to find a free spawn location when entering the portal - keep trying spots alongside the portal until a free one is found
10 Months Ago
Fix map not working when deep sea islands are spawned because the tutorial island map marker covers the entire map with a layer of water
10 Months Ago
merge from deep_sea/portals -> deep_sea
10 Months Ago
Rename IsInDeepSea(Vector3) -> IsInsideDeepSea(Vector3) to match the entity overload naming
10 Months Ago
Move portal teleport code into DeepSeaManager.Portals.cs
10 Months Ago
Fix OnEntityEnter being called on clientside entities from the serverside TriggerDeepSeaPortal
10 Months Ago
Get portals enter & exit at the "same position" instead of always spawning player in the center - switch to creating portals with different rotations instead of different sizes so we can easily adjust the enter & exit position for portals via localPosition - ensure entiites enter & exit portals at the same relative position (enter north side, exit north side) - adjust the position of the portal when entering and exiting
10 Months Ago
Dump players going back to main island offset from the main island portal instead of on spawn beach - keep failback to put onto spawn beach incase something happens to the portals
10 Months Ago
merge from deep_sea -> naval_update
10 Months Ago
merge from deep_sea/portals -> deep_sea
10 Months Ago
Place entrance & exit ports based on the loot direction of the map - entrance to deep sea should be on the T2 side of the map - exit out of deep sea is on the "opposide side" so you enter & exit into one continious ocean - example: leave left side of map, enter on right side of ocean
10 Months Ago
update deep_sea/portals
10 Months Ago
Include all the other prefabs updated when generating manifest
10 Months Ago
Update manifest
10 Months Ago
Fix compile errors
10 Months Ago
Update protobuf
10 Months Ago
Commit AK FBX that keeps being reserialized
10 Months Ago
merge from deep_sea/portals -> deep_sea
10 Months Ago
Codegen
10 Months Ago
merge from naval_update -> the correct `naval_update/deep_sea` branch
10 Months Ago
Codegen after merge
10 Months Ago
merge from naval_update -> deep_sea