userJake_Richcancel

4,642 Commits over 1,310 Days - 0.15cph!

3 Months 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)
3 Months 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
3 Months Ago
merge from modding_cui_merges -> main
3 Months Ago
Fix verticalNormalizedPosition not starting at 1 (top of screen)
3 Months Ago
- fix pivot missing from normal UI elements - fix rotation missing from ScrollRect
3 Months Ago
Make new empty methods for oxide to hook, original ones got deleted when fighting with codegen
3 Months Ago
merge from main -> modding_cui_merges
3 Months Ago
merge from optimize_windows_console -> main - fix colored text being logged on main thread instead of queued to console thread
3 Months Ago
merge from fix_puzzle_reset_analytics -> main
3 Months Ago
Fix puzzle analytics having "Submit()" commented out. whoops
3 Months 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)
3 Months Ago
merge from main -> test_effect_quality
3 Months Ago
Codegen
3 Months 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
3 Months Ago
Make username optional field since it's not included anymore
3 Months 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
3 Months 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
3 Months Ago
protobuf codegen
3 Months Ago
Add `forceaddtoteam <steamid> <team?>` command to add online (or offline) players to team
3 Months 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
3 Months Ago
merge from fix_custom_item_icon_description -> main
3 Months Ago
Fix NRE when joining server with custom icon due to CommunityEntity not being networked yet
3 Months Ago
Fix custom item icon from modding not showing the custom icon in the item's description
3 Months Ago
merge from modding_custom_vitals -> main
3 Months Ago
Ensure all custom vitals are cleaned up when community UI is destroyed (aka left the server)
3 Months 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}
3 Months Ago
Codegen
3 Months 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
3 Months Ago
Cherrypick hackweek custom_vitals branch
3 Months Ago
merge from fix_max_hp_tea -> main
3 Months Ago
Fix client showing 100 HP when using max hp tea
3 Months Ago
merge from analytics_puzzle_reset -> main
3 Months 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
3 Months Ago
Ignore some of the dummy puzzle resets by ignoring ones that don't check for players & ones that have infinity timeBetweenResets
3 Months Ago
merge from analytics_puzzle_reset -> main
3 Months 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
3 Months Ago
merge from modding_cui_merges -> main
3 Months 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
3 Months Ago
Fix compile error
3 Months Ago
Update from repo after merging 9 slice support
3 Months Ago
merge from main -> modding_cui_merges
3 Months Ago
merge from fix_arctic_puzzle_reset -> main
3 Months Ago
Fix compile error in new Translate.GetPhrase() server method
3 Months Ago
merge from main -> fix_arctic_puzzle_reset
3 Months Ago
Switch to new Translate.GetPhrase() when reassigning reset phrase
3 Months Ago
merge from main -> fix_arctic_puzzle_reset
3 Months Ago
Save extra properties added to puzle reset over the years to fix arctic research puzzles closing on players (and probably bugs with other puzzles too) - CheckSleepingAIZForPlayers - IgnoreAboveGroundPlayers - BroadcastResetMessage - ResetPhrase (token)
3 Months Ago
merge from analytics_texture_memory -> main
3 Months Ago
Expose texture memory usage in client analytics
3 Months Ago
merge from fix_entity_scale_occlusion -> main