userJake_Richcancel

4,190 Commits over 1,219 Days - 0.14cph!

11 Days Ago
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11 Days Ago
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11 Days Ago
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11 Days Ago
merge from admin_logging -> main
11 Days Ago
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12 Days 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`
14 Days Ago
Codegen
14 Days Ago
Switch the following behavior from gamemode fields -> convars - mapenabled - hideplayeronmap - hideplayermapdirection - fogofwar - fogofwarrevealsize - compassenabled
14 Days Ago
merge from main -> naval_update
14 Days Ago
merge from naval_update -> deep_sea
21 Days Ago
merge from deep_sea/networking -> deep_sea
21 Days Ago
Switch the deep sea island test prefab to only network to deep sea
22 Days 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
22 Days 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)
22 Days Ago
update deep_sea/networking
23 Days Ago
merge from deep_sea/portals -> deep_sea
23 Days Ago
Add the `Vehicle Large` layer to the portal trigger so it works with tugboats for testing
23 Days Ago
update deep_sea/portals
23 Days Ago
merge from naval_update -> deep_sea
23 Days Ago
merge from main -> naval_update - stomped mannequin material changes on naval_update branch
23 Days Ago
Fix portal teleport logic and add debugging of portal teleport attempts to ensure it's trying the right locations
24 Days Ago
Try to find a free spawn location when entering the portal - keep trying spots alongside the portal until a free one is found
24 Days 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
24 Days Ago
merge from deep_sea/portals -> deep_sea
24 Days Ago
Rename IsInDeepSea(Vector3) -> IsInsideDeepSea(Vector3) to match the entity overload naming
24 Days Ago
Move portal teleport code into DeepSeaManager.Portals.cs
24 Days Ago
Fix OnEntityEnter being called on clientside entities from the serverside TriggerDeepSeaPortal
24 Days 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
24 Days 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
24 Days Ago
merge from deep_sea -> naval_update
24 Days Ago
merge from deep_sea/portals -> deep_sea
24 Days 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
24 Days Ago
update deep_sea/portals
25 Days Ago
Include all the other prefabs updated when generating manifest
25 Days Ago
Update manifest
25 Days Ago
Fix compile errors
25 Days Ago
Update protobuf
25 Days Ago
Commit AK FBX that keeps being reserialized
25 Days Ago
merge from deep_sea/portals -> deep_sea
25 Days Ago
Codegen
25 Days Ago
merge from naval_update -> the correct `naval_update/deep_sea` branch
25 Days Ago
Codegen after merge
25 Days Ago
merge from naval_update -> deep_sea
25 Days Ago
merge from main -> naval_update
25 Days Ago
Bunch of work to get the portals working - entering the portal as a player or as a vehicle will instantly teleport the the opposite side - portals are spawned at runtime and sized to the size of the island - portals can be spawned at any of the 4 cardinal directions of the island - for testing leave the island from the north side and enter the deep sea on the south - will be spawned 200m from the edge of the deep sea (in the center of the ocean for testing) - teleport the player the frame after they enter since making the player sleep deletes the rigidbody immediately and unity doesn't like deleting physics objects inside the callback they enter the trigger (later this will be hidden by effects) - refactor the name of some code to make it nicer - portals will show as big green boxes to make testing easier, can be toggled with `deepsea_portals_visible` convar - fix PointEntity<T> not intializating the singleton instances as soon as possible
25 Days Ago
Change portal GUID since it somehow conflicts with the island prefab GUID
27 Days Ago
update deep_sea/portals
28 Days Ago
Commit .meta files for floating walkways too
28 Days Ago
Delete `private.0.meta` file that keeps popping up in plastic
28 Days Ago
Create deep sea portal entity - trigger size is networked so we have the option of doing the visual effects on client - entrances & exits are a single entity, change the enum to switch the behavior