userJake_Richcancel

5,852 Commits over 1,584 Days - 0.15cph!

2 Months Ago
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2 Months Ago
merge from codegen_timings -> main
2 Months Ago
Include the time taken for SyncVar weaving in the "SyncVar weaving Sucess" log message that already exists
2 Months Ago
Add Profiler.BeginSample() for code generator
2 Months Ago
merge from high_wall_upkeep -> main
2 Months Ago
Fix high walls that are connected to a building block without a TC not updating when the building block is destroyed - update during decay if the TC is destroyed or doesn't match their existing building - this could have happened with other deployables like shotgun traps but didn't really because it was only 1.5m range, not 16m range
2 Months Ago
Add "drawnearbybuildings <duration> <radius>" to show what building decay entities belong to Add "forcedecaytick" to force every decay entity on the server to run it's decay tick (to see if walls will reconnect to a building when decay is ran)
2 Months Ago
Add ability to manually run decay ticks and bypass the "once per 10m limit"
2 Months Ago
Prevent divide by zero if the CraftAmount of a high wall blueprint is zero (don't think it's possible but best to be safe)
2 Months Ago
Fix compile error by making high_wall_upkeep replicated (even though I don't think it needs to be all the code using it can run on the client)
2 Months Ago
Fix sqrDistance still being calculated for high walls despite not being used
2 Months Ago
Switch high walls to look for oldest building block (like building priv works) instead of closest block
2 Months Ago
Move the hardcoded "16m radius" for GetNearestBuildingBlock() and the high wall specific "GetNearbyBuildingBlock" into a shared constant
2 Months Ago
merge from main -> high_wall_upkeep
2 Months Ago
Add upkeep component to the legacy & ice high walls
2 Months Ago
Move the upkeep multiplier selector (building percentage vs high wall convar) upwards into BuildingPrivlidge.Upkeep.cs - fixes deltaTime being overwritten by the convar instead of swapping the convar <-> "20% upkeep" shown in TC
2 Months Ago
merge from main -> high_wall_upkeep
2 Months Ago
merge from reduce_server_startup_yields -> main
2 Months Ago
Manually update the "reduce_editor_startup_yields" branch - old branch adam made to skip 10x 100ms delays in server startup in the editor - I think it might need a WaitForFixedUpdate() but not 100ms waits - only affects editor: doesn't change standalone builds
2 Months Ago
merge from editor_playmode_timing -> main
2 Months Ago
Print time taken to enter play mode in the editor (so we know what iteration speed is)
2 Months Ago
merge from fix_editor_disable_deepsea -> main
2 Months Ago
Don't spawn in the deep sea manager at all when it's disabled in editor preferences
2 Months Ago
merge from copy_paste_load_threaded -> main
2 Months Ago
Load the copy paste files on startup on a background thread - still loads textures and adds to the list of files on the main thread - saves 600ms for my 36 copy pastes - more important for editor iteration speed than standalone clients (as most players aren't admins and don't have copy pastes on their client)
2 Months Ago
Add the upkeep component to both high walls and gates
2 Months Ago
Add support for the "Upkeep" component to tick a bool if it's a high wall - will then use the convar for it's multiplier instead of the base's upkeep multiplier (based on size)
2 Months Ago
Add `high_wall_upkeep` convar to control what the upkeep of high walls will be - set to static value because high wall upkeep would be too low near single TCs and too high near big bases
2 Months Ago
Refactor BuildCost() so it returns a struct that contains the cost & how many items are produced each craft - allows us to divide the upkeep for high walls by 3x because we craft 3x per craft
2 Months Ago
merge from waterwell_stock_decrease -> main
2 Months Ago
Decrease max stock of items in waterwell vendor from 10 -> 2 - increase restock time from 2m -> 10m per item - keep syringe & ammo at 10 stock & 2m restock time
2 Months Ago
merge from turret_hqm_increase -> main
2 Months Ago
Increase turret crafting cost from 10 HQM -> 25 HQM
2 Months Ago
merge from fix_boat_vendor_heli -> main
2 Months Ago
Add tests to confirm boat spawners don't destroy helicopters & boat spawners still destroy boats
2 Months Ago
Add support for vehicle spawners to label what kind of vehicles they spawn (boat, horse, heli) - prevent boat spawners from deleting helicopters when spawning boats since they can't get in the way
2 Months Ago
2 Months Ago
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2 Months Ago
merge from fix_alt_loot_clothing -> main
2 Months Ago
Remove unused field + comments
2 Months Ago
Update test list
2 Months Ago
merge from main -> fix_alt_loot_clothing
2 Months Ago
Fix compile error + rename field