4,510 Commits over 1,249 Days - 0.15cph!
    
    
    
        
            
            
            
                
                merge from fix_admin_logging -> main
                
                
                
                
             
         
        
            
            
            
                
                Fix log being restarted each time the server restarts instead of appending
                
                
                
                
             
         
        
            
            
            
                
                Fix logging all commands by normal users
- need to check both ServerUser and !ServerAdmin
                
                
                
                
             
         
        
            
            
            
                
                Prevent startup commands from being captured before we read command line to determine if we want to disable the logging
                
                
                
                
             
         
        
            
            
            
                
                - fix unrestricted commands being logged as clientside
- fix RCON using wrong empty field to identify rcon connections
                
                
                
                
             
         
        
            
            
            
                
                merge from log_disable_logs -> main
                
                
                
                
             
         
        
            
            
            
                
                Log to console indicating when logging is disabled & enabled
                
                
                
                
             
         
        
            
            
            
                
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                Codegen + fix compile error
                
                
                
                
             
         
        
        
        
            
            
            
                
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                merge from admin_logging -> main
                
                
                
                
             
         
        
            
            
            
                
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                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`
                
                
                
                
             
         
        
        
            
            
            
                
                Switch the following behavior from gamemode fields -> convars
- mapenabled
- hideplayeronmap
- hideplayermapdirection
- fogofwar
- fogofwarrevealsize
- compassenabled
                
                
                
                
             
         
        
            
            
            
                
                merge from main -> naval_update
                
                
                
                
             
         
        
            
            
            
                
                merge from naval_update -> deep_sea
                
                
                
                
             
         
        
            
            
            
                
                merge from deep_sea/networking -> deep_sea
                
                
                
                
             
         
        
            
            
            
                
                Switch the deep sea island test prefab to only network to deep sea
                
                
                
                
             
         
        
            
            
            
                
                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
                
                
                
                
             
         
        
            
            
            
                
                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)
                
                
                
                
             
         
        
            
            
            
                
                update deep_sea/networking
                
                
                
                
             
         
        
            
            
            
                
                merge from deep_sea/portals -> deep_sea
                
                
                
                
             
         
        
            
            
            
                
                Add the `Vehicle Large` layer to the portal trigger so it works with tugboats for testing
                
                
                
                
             
         
        
        
            
            
            
                
                merge from naval_update -> deep_sea
                
                
                
                
             
         
        
            
            
            
                
                merge from main -> naval_update
- stomped mannequin material changes on naval_update branch
                
                
                
                
             
         
        
            
            
            
                
                Fix portal teleport logic and add debugging of portal teleport attempts to ensure it's trying the right locations
                
                
                
                
             
         
        
            
            
            
                
                Try to find a free spawn location when entering the portal
- keep trying spots alongside the portal until a free one is found
                
                
                
                
             
         
        
            
            
            
                
                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
                
                
                
                
             
         
        
            
            
            
                
                merge from deep_sea/portals -> deep_sea
                
                
                
                
             
         
        
            
            
            
                
                Rename IsInDeepSea(Vector3) -> IsInsideDeepSea(Vector3) to match the entity overload naming
                
                
                
                
             
         
        
            
            
            
                
                Move portal teleport code into DeepSeaManager.Portals.cs
                
                
                
                
             
         
        
            
            
            
                
                Fix OnEntityEnter being called on clientside entities from the serverside TriggerDeepSeaPortal
                
                
                
                
             
         
        
            
            
            
                
                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
                
                
                
                
             
         
        
            
            
            
                
                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
                
                
                
                
             
         
        
            
            
            
                
                merge from deep_sea -> naval_update