userJake_Richcancel
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5,350 Commits over 1,522 Days - 0.15cph!

Today
merge from codegen_timings -> main
Today
Include the time taken for SyncVar weaving in the "SyncVar weaving Sucess" log message that already exists
Today
Add Profiler.BeginSample() for code generator
Today
merge from high_wall_upkeep -> main
Today
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
Today
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)
Today
Add ability to manually run decay ticks and bypass the "once per 10m limit"
Today
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)
Today
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)
Today
Fix sqrDistance still being calculated for high walls despite not being used
Today
Switch high walls to look for oldest building block (like building priv works) instead of closest block
Today
Move the hardcoded "16m radius" for GetNearestBuildingBlock() and the high wall specific "GetNearbyBuildingBlock" into a shared constant
Today
merge from main -> high_wall_upkeep
Today
Add upkeep component to the legacy & ice high walls
Today
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
Today
merge from main -> high_wall_upkeep
Today
merge from reduce_server_startup_yields -> main
Today
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
Today
merge from editor_playmode_timing -> main
Today
Print time taken to enter play mode in the editor (so we know what iteration speed is)
Yesterday
merge from fix_editor_disable_deepsea -> main
Yesterday
Don't spawn in the deep sea manager at all when it's disabled in editor preferences
Yesterday
merge from copy_paste_load_threaded -> main
Yesterday
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)
Yesterday
Add the upkeep component to both high walls and gates
Yesterday
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)
Yesterday
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
Yesterday
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
Yesterday
merge from waterwell_stock_decrease -> main
Yesterday
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
Yesterday
merge from turret_hqm_increase -> main
Yesterday
Increase turret crafting cost from 10 HQM -> 25 HQM
Yesterday
merge from fix_boat_vendor_heli -> main
Yesterday
Add tests to confirm boat spawners don't destroy helicopters & boat spawners still destroy boats
Yesterday
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
3 Days Ago
merge from fix_alt_loot_clothing -> main
3 Days Ago
Remove unused field + comments
3 Days Ago
Update test list
3 Days Ago
merge from main -> fix_alt_loot_clothing
3 Days Ago
Fix compile error + rename field
3 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
3 Days Ago
Update testlist
3 Days Ago
Update test list
3 Days Ago
Add new tests to TestItems for alt looting behavior I fixed & ensuring corpses still block input correctly
3 Days Ago
Add ability for RPCFactory.MoveItem() to supply ItemMoveModifier parameters
3 Days Ago
Fix NRE from ConstructionError.Log() for players without connections (for tests)
3 Days Ago
Create method for PlayerOpenLoot() inside DroppedItemContainer outside of the looting RPC (same idea as what StorageContainer has)
3 Days Ago
Add more items to ItemManager.Items to make tests easier
3 Days Ago
Add convar for "bypassiteminputrestriction" to allow the server to be put in a mode where you can move items into input blocked containers
3 Days Ago
Fix alt looting from player corpse bags -> player inventory - fixes clothing alt looted from dropped item containers not being worn if you are already wearing clothing - fixes clothing that would be dropped if you have a full inventory by trying to force move the items into the corpse bag first (bypassing the "no item input" manually)