userJake_Richcancel

4,604 Commits over 1,280 Days - 0.15cph!

53 Days Ago
Try to fix windows server console flickering - only clear 1 line when there are pending lines to log or status text to update instead of clearing all 3 lines - only redraw status text when we recieve status update - switch from 20 fps -> 50 fps (via Task.Delay()) - remove input.Update() redrawing the input line every 0.5s
53 Days Ago
merge from copy_paste_boats -> naval_update
53 Days Ago
Add `copyboat` command - functions identical to 'copybuilding' but has a bit of special handling for boats - add "GetRootParentEntity()" to BaseEntity to get the highest level parent - fix "snap to terrain" paste setting causing bases (and boats) to snap to the bottom of the ocean instead of top of the water
53 Days Ago
merge from ghost_ship_parenting -> deep_sea
53 Days Ago
Add "ShouldChildrenInheritNetworkGroup()" to allow a parent to prevent any of it's children from inheriting network group - set to false so ghost ships don't network children to the whole deep sea
53 Days Ago
Add component to floating city prefab and deep sea island prefab
53 Days Ago
Switch from unparenting every entity spawned in the deep sea to using a EntityParentSettings component to ocnfigure detaching children after spawn & skipping running DisableInternalCollisions() - using separate component so we avoid reserializing every entity prefab for now
54 Days Ago
Add floating city to "Scenes/Monuments/" menu in editor
54 Days Ago
merge from disable_island_parenting -> deep_sea
54 Days Ago
Unparent all the child entiites on the deep sea islands so they only network when up close - simplier and easier than dealing with inheriting network groups
54 Days Ago
Change OutlineManager to only use "PhysicsDebris" as the Vis.Entities() layer instead of every single layer - fixes 0.5ms lag spike every 0.5s
54 Days Ago
Replace normal sprinkler visuals with "new" sprinkler_model in electric.sprinkler.deployed prefab
54 Days Ago
Add new sprinkler_model prefab that has two set of renderers: one for skinned meshes and one for normal renderers - reduce skinned LODs from 3-> 2 since the AnimatorLOD will turn off the renderers once they are past 25m (meaning it will switch to placeholder renderers) - reduce unskinned LODs from 4->3 since the 4th LOD was messed up (still hide after 100m)
54 Days Ago
Add SkinnedPlaceholder component that will switch between skinned & normal mesh renderers depending on the animator being active - can check animator for bool parameter and check if it's in a known inactive state - poll every 5s (configurable) to see if the animator is inactive - send event when the animator is activated from EntityFlags_Animator
54 Days Ago
merge from modding_cui_merges -> main
55 Days Ago
Fix verticalNormalizedPosition not starting at 1 (top of screen)
55 Days Ago
- fix pivot missing from normal UI elements - fix rotation missing from ScrollRect
55 Days Ago
Make new empty methods for oxide to hook, original ones got deleted when fighting with codegen
55 Days Ago
merge from main -> modding_cui_merges
55 Days Ago
merge from optimize_windows_console -> main - fix colored text being logged on main thread instead of queued to console thread
55 Days Ago
merge from fix_puzzle_reset_analytics -> main
55 Days Ago
Fix puzzle analytics having "Submit()" commented out. whoops
55 Days Ago
Switch the default limitBias of the effect mipmap group from +1 -> +0 to rule out the mipmap from being stripped out at build time (even though the setting is disabled, who knows)
55 Days Ago
merge from main -> test_effect_quality
55 Days Ago
Codegen
55 Days Ago
Fix showing "Died to KillerName" with random death reason when joining a server at the start of a wipe - caused by lifestory being persisted from a previous wipe in the death database - include wipeId inside the LifeStory protobuf and invalidate the lifestory when loading if the wipe id doesn't match
55 Days Ago
Make username optional field since it's not included anymore
55 Days Ago
Optimize turret & TC to use HashSet<ulong> instead of List<PlayerNameID> - makes it faster for them to check auth - protobuf data still uses PlayerNameID but only saves steam id for backwards compatability
56 Days Ago
Optimize BasePlayer.FindById() since it's used throughout the codebase - add Dictionary<ulong,BasePlayer> for online & offline players - speed up string search methods by first seeing if the string is a steam id & calling FindById() methods first
57 Days Ago
protobuf codegen
57 Days Ago
Add `forceaddtoteam <steamid> <team?>` command to add online (or offline) players to team
57 Days Ago
Send steamId of teammate when sending player name (should only network to teammates / self) & lookup name with NameHelper if steam id is provided on client - allows steam nicknames to show instead of server names
57 Days Ago
merge from fix_custom_item_icon_description -> main
57 Days Ago
Fix NRE when joining server with custom icon due to CommunityEntity not being networked yet
57 Days Ago
Fix custom item icon from modding not showing the custom icon in the item's description
58 Days Ago
merge from modding_custom_vitals -> main
58 Days Ago
Ensure all custom vitals are cleaned up when community UI is destroyed (aka left the server)
58 Days Ago
Implemented a way for the client to countdown a time so server isn't sending network updates to update vitals every 1s - use {timeleft:***} in RightText to use TimeSpan.ToString() formatting - test_custom_vitals commands accepts more parameters: {amount} {seconds} {formatting}
58 Days Ago
Codegen
58 Days Ago
Fix the merge + existing implementation, add changes not included in cherrypick - move vitals logic inside CommunityEntity instead of creating a new entity specifically for vitals
58 Days Ago
Cherrypick hackweek custom_vitals branch
58 Days Ago
merge from fix_max_hp_tea -> main
58 Days Ago
Fix client showing 100 HP when using max hp tea
58 Days Ago
merge from analytics_puzzle_reset -> main
58 Days Ago
Use list of spawn groups as the "name" of the puzzle being reset - cache list of SpawnGroup instead of repeating the Vis.Components() each reset (since the monument + spawn groups will always be loaded before entities or the first reset could occur - don't log puzzles with zero spawn groups, since any important puzzle will respawn some type of loot
58 Days Ago
Ignore some of the dummy puzzle resets by ignoring ones that don't check for players & ones that have infinity timeBetweenResets
58 Days Ago
merge from analytics_puzzle_reset -> main
58 Days Ago
Add analytics when puzzles reset - how long it took before reset and how long players spent inside / blocking the puzzle - log puzzle reset settings and monument of the puzzle
59 Days Ago
merge from modding_cui_merges -> main
59 Days Ago
Add Vector4Ex.Parse(), switch from Color.Parse() -> Vector4Ex.Parse() - update Vector3Ex.Parse() to use TryParse() like Vector2Ex.Parse() (safe because the method is only used in one place in codebase surprisingly) - add some comments too