userJake_Richcancel
reporust_rebootcancel

5,359 Commits over 1,522 Days - 0.15cph!

Today
merge from fix_itemmanager_domain_reload -> main
Today
Fix ItemManager not resetting it's newer static fields - caused NRE when entering certain scenes with SkipDomainReload enabled
Yesterday
Fix NRE in FinishLoadingRoutine
Yesterday
Remove debug logging "Debug.Log("Hit client yield");"
Yesterday
merge from fix_elevator_button_restart -> main
Yesterday
Fix elevator buttons not working after server restart until the elevator is used - store elevator floors as EntityRef and only resolve them when building radial menu - remove TopFloor from being networked (keep proto field) as it wasn't used for the final radial menu implementation
Yesterday
merge from fix_bag_nickname -> main
Yesterday
Change from Property -> Method so it's more clear it's doing work
Yesterday
Fix sleeping bags showing the old name by getting rid of the caching of player name on the client for bags and instead looking up the name via NameHelper.Get() every time it's polled (when looking at it with a hammer)
Yesterday
merge from codegen_timings -> main
Yesterday
Include the time taken for SyncVar weaving in the "SyncVar weaving Sucess" log message that already exists
Yesterday
Add Profiler.BeginSample() for code generator
2 Days Ago
merge from high_wall_upkeep -> main
2 Days Ago
Fix high walls that are connected to a building block without a TC not updating when the building block is destroyed - update during decay if the TC is destroyed or doesn't match their existing building - this could have happened with other deployables like shotgun traps but didn't really because it was only 1.5m range, not 16m range
2 Days Ago
Add "drawnearbybuildings <duration> <radius>" to show what building decay entities belong to Add "forcedecaytick" to force every decay entity on the server to run it's decay tick (to see if walls will reconnect to a building when decay is ran)
2 Days Ago
Add ability to manually run decay ticks and bypass the "once per 10m limit"
2 Days Ago
Prevent divide by zero if the CraftAmount of a high wall blueprint is zero (don't think it's possible but best to be safe)
2 Days Ago
Fix compile error by making high_wall_upkeep replicated (even though I don't think it needs to be all the code using it can run on the client)
2 Days Ago
Fix sqrDistance still being calculated for high walls despite not being used
2 Days Ago
Switch high walls to look for oldest building block (like building priv works) instead of closest block
2 Days Ago
Move the hardcoded "16m radius" for GetNearestBuildingBlock() and the high wall specific "GetNearbyBuildingBlock" into a shared constant
2 Days Ago
merge from main -> high_wall_upkeep
2 Days Ago
Add upkeep component to the legacy & ice high walls
2 Days Ago
Move the upkeep multiplier selector (building percentage vs high wall convar) upwards into BuildingPrivlidge.Upkeep.cs - fixes deltaTime being overwritten by the convar instead of swapping the convar <-> "20% upkeep" shown in TC
2 Days Ago
merge from main -> high_wall_upkeep
2 Days Ago
merge from reduce_server_startup_yields -> main
2 Days Ago
Manually update the "reduce_editor_startup_yields" branch - old branch adam made to skip 10x 100ms delays in server startup in the editor - I think it might need a WaitForFixedUpdate() but not 100ms waits - only affects editor: doesn't change standalone builds
2 Days Ago
merge from editor_playmode_timing -> main
2 Days Ago
Print time taken to enter play mode in the editor (so we know what iteration speed is)
3 Days Ago
merge from fix_editor_disable_deepsea -> main
3 Days Ago
Don't spawn in the deep sea manager at all when it's disabled in editor preferences
3 Days Ago
merge from copy_paste_load_threaded -> main
3 Days Ago
Load the copy paste files on startup on a background thread - still loads textures and adds to the list of files on the main thread - saves 600ms for my 36 copy pastes - more important for editor iteration speed than standalone clients (as most players aren't admins and don't have copy pastes on their client)
3 Days Ago
Add the upkeep component to both high walls and gates
3 Days Ago
Add support for the "Upkeep" component to tick a bool if it's a high wall - will then use the convar for it's multiplier instead of the base's upkeep multiplier (based on size)
3 Days Ago
Add `high_wall_upkeep` convar to control what the upkeep of high walls will be - set to static value because high wall upkeep would be too low near single TCs and too high near big bases
3 Days Ago
Refactor BuildCost() so it returns a struct that contains the cost & how many items are produced each craft - allows us to divide the upkeep for high walls by 3x because we craft 3x per craft
3 Days Ago
merge from waterwell_stock_decrease -> main
3 Days Ago
Decrease max stock of items in waterwell vendor from 10 -> 2 - increase restock time from 2m -> 10m per item - keep syringe & ammo at 10 stock & 2m restock time
3 Days Ago
merge from turret_hqm_increase -> main
3 Days Ago
Increase turret crafting cost from 10 HQM -> 25 HQM
3 Days Ago
merge from fix_boat_vendor_heli -> main
3 Days Ago
Add tests to confirm boat spawners don't destroy helicopters & boat spawners still destroy boats
3 Days Ago
Add support for vehicle spawners to label what kind of vehicles they spawn (boat, horse, heli) - prevent boat spawners from deleting helicopters when spawning boats since they can't get in the way
4 Days Ago
merge from fix_alt_loot_clothing -> main
4 Days Ago
Remove unused field + comments
4 Days Ago
Update test list
4 Days Ago
merge from main -> fix_alt_loot_clothing
4 Days Ago
Fix compile error + rename field
4 Days Ago
Added another test to make sure that when alt looting with a full inventory, the extra clothing will go into the body bag