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3,405 Commits over 976 Days - 0.15cph!

3 Hours Ago
merge from primitive -> aux2
3 Hours Ago
Use `==` instead of `?` for completeness sake (should handle missing prefab reference either way)
3 Hours Ago
Fix an NRE inside GameObjectRef itself (when GameObjectRef lost it's reference to the gameobject but you call GetEntity() on it)
4 Hours Ago
merge from primitive_gm -> primitive
4 Hours Ago
Fix tech tree not allowing to unlock if there were restricted items inbetween
4 Hours Ago
merge from primitive -> primitive_gm
4 Hours Ago
Fixed T3 workbench missing the primitive version of the T2 tech tree
5 Hours Ago
merge from primitive -> aux2
5 Hours Ago
merge from primitive_gm -> primitive
5 Hours Ago
Add NRE checks to SpawnGroup (to account for some spawners having null prefabs)
6 Hours Ago
Add primitive server browser tag Fix existing gamemode tags not appearing to work
Today
S2P ferry terminal
Today
Fix ferry terminal train tunnels always being blocked off instead of only being blocked when underground trains is disabled
Today
merge from primitive -> primitive_gm
Today
Fix T2 tech tree appearing twice
Today
merge from primitive -> aux2
Today
merge from primitive_gm -> primitive
Today
Fix compile error
Today
Move `scientist_spawners_enabled` convar so it blocks spawns from PuzzleReset as well as normal timed spawns - was causing scientists to keep spawning in monuments
Today
Fix server not sending world config to client because it didn't serialize it to the `JsonString` field
Today
Fix client era not being reset to "none" when switching from primitive server -> normal server - era was being sent to client as "unknown" but the client convar wouldn't consider "unknown" as a valid string to change era
Yesterday
merge from primitive -> primitive_gm
Yesterday
Fix compile error from BaseRagdoll
Yesterday
Fix old & new horses not working with `ItemManager.GetAllItems()` / enforce_era_restrictions command
Yesterday
merge from primitive -> primitive_gm
Yesterday
merge from primitive -> aux2
Yesterday
Yet another try catch that needs to throw it's exception instead of logging during GenerateManifest
Yesterday
merge from primitive -> aux2
Yesterday
Ensure errors are thrown inside DoPrepare() instead of being skipped over - only applies when `-throw_manifest_error` is set
2 Days Ago
Set initial stock of icepick, salvage axe & large backpack to the same value as their refill amounts
2 Days Ago
Add support for initial stock of a vending machine to be <10
2 Days Ago
Initial pass for primitive travelling vendor trades since 6/10 items were removed due to item restrictions (plan to do another pass later once seige equipment has final crafting costs) - wood - stone - metal frags - hqm - sewing kits - gears - large backpack (max 2) - salvaged axe (max 5) - salvage pickaxe (max 5)
2 Days Ago
Add support for alternative vending machine trades per era
2 Days Ago
merge from primitive -> aux2
2 Days Ago
Ensure AssetDatabase.SaveAssets() is called after manifest is generated - seemed to work fine on build server without this but didn't save manifest locally until manually using Ctrl + S
3 Days Ago
merge from primitive -> aux2
3 Days Ago
merge from primitive_gm -> primitive
3 Days Ago
Fix tech tree buttons returning the wrong tier of tech tree
3 Days Ago
Refactor into `TechTreeData.IsAllowedInEra( era )` to keep logic clear
3 Days Ago
When running "Populate T0" in tech tree editor tool, ensure that only items that are allowed in the era populate the tech tree
3 Days Ago
Ensure techtree filters out items that are not allowed in the era - items don't move into the correct location yet but at least you only see items you can craft in the current era Optimize opening tech tree to make it 4x faster - 500ms -> 130ms lag spike - 55MB allocation -> 13MB allocation - initially thought it was above changes causing it but was long standing issue
3 Days Ago
Add menu item for "Update Game Manifest (optimized)" to allow you to use the faster generate manifest optimization in the editor (instead of only on the build server)
3 Days Ago
merge from primitive -> primitive_gm
3 Days Ago
merge from primitive_gm -> primitive
3 Days Ago
Don't show train tunnel markers inside monuments on the map when underground tunnels is disabled (since they are blocked off with debris)
3 Days Ago
Change reward of shark hunt mission (since it gives out jackhammer but those are loot only now) - 1 icepick + 3 med syringe instead
3 Days Ago
Change reward of "free crates" diving mission in primitive era - used to be pump shotgun, but that's restricted now - instead give 1 combat knife, 1 small backpack, 1 compound bow + 32 arrows
3 Days Ago
Add support for missions to return different rewards in each era
3 Days Ago
merge from main -> primitive_gm
3 Days Ago
merge from primitive -> primitive_gm