userJake_Richcancel

4,510 Commits over 1,249 Days - 0.15cph!

52 Days Ago
merge from fix_admin_logging -> main
52 Days Ago
Fix log being restarted each time the server restarts instead of appending
52 Days Ago
Fix logging all commands by normal users - need to check both ServerUser and !ServerAdmin
52 Days Ago
Prevent startup commands from being captured before we read command line to determine if we want to disable the logging
52 Days Ago
- fix unrestricted commands being logged as clientside - fix RCON using wrong empty field to identify rcon connections
52 Days Ago
merge from log_disable_logs -> main
52 Days Ago
Log to console indicating when logging is disabled & enabled
52 Days Ago
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53 Days Ago
Codegen + fix compile error
53 Days Ago
Cherrypick CS 129086 & CS 129089, physx debug commands
53 Days Ago
Compile fixes
53 Days Ago
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53 Days Ago
merge from admin_logging -> main
53 Days Ago
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54 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`
56 Days Ago
Codegen
56 Days Ago
Switch the following behavior from gamemode fields -> convars - mapenabled - hideplayeronmap - hideplayermapdirection - fogofwar - fogofwarrevealsize - compassenabled
56 Days Ago
merge from main -> naval_update
56 Days Ago
merge from naval_update -> deep_sea
2 Months Ago
merge from deep_sea/networking -> deep_sea
2 Months Ago
Switch the deep sea island test prefab to only network to deep sea
2 Months 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
2 Months 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)
2 Months Ago
update deep_sea/networking
2 Months Ago
merge from deep_sea/portals -> deep_sea
2 Months Ago
Add the `Vehicle Large` layer to the portal trigger so it works with tugboats for testing
2 Months Ago
update deep_sea/portals
2 Months Ago
merge from naval_update -> deep_sea
2 Months Ago
merge from main -> naval_update - stomped mannequin material changes on naval_update branch
2 Months Ago
Fix portal teleport logic and add debugging of portal teleport attempts to ensure it's trying the right locations
2 Months Ago
Try to find a free spawn location when entering the portal - keep trying spots alongside the portal until a free one is found
2 Months 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
2 Months Ago
merge from deep_sea/portals -> deep_sea
2 Months Ago
Rename IsInDeepSea(Vector3) -> IsInsideDeepSea(Vector3) to match the entity overload naming
2 Months Ago
Move portal teleport code into DeepSeaManager.Portals.cs
2 Months Ago
Fix OnEntityEnter being called on clientside entities from the serverside TriggerDeepSeaPortal
2 Months 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
2 Months 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
2 Months Ago
merge from deep_sea -> naval_update