userJake_Richcancel
reporust_rebootcancel

5,957 Commits over 1,584 Days - 0.16cph!

4 Hours Ago
merge from main -> base_occlusion
5 Hours Ago
Fix all motorcycles & bicycles dismounting on top instead of the side - the mount points were sorted to closest which always picked the top dismount - switched to ordered so it will try the points on the side first
Today
merge from fix_browser_invalid_operation -> main
Today
Remove start of cached query storing all addresses in a hashset and comparing them to the list of banned servers - the code became redundant at some point
Today
Fix InvalidOperationException() when multiple browser refreshes happen at the same time and the list is cleared while another query is filling it
Today
Expand the `spawnvendor` command to cover every single vendor in the game - can spawn vending machines and vendors from all monuments - can choose the respective stock from each type of vendor
Today
Fix IO entities not being reassigned after the convar for "should IO entities be occluded" is changed - fixes the failing test properly - not planning on supporting IO entities for a while as it's complex to handle the occlusion of wires, but keeping the convar to make testing easier
Today
merge from main -> base_occlusion
Today
Disable room occlusion test that is failing (toggling IO entity convar and server updating automatically)
Today
merge from biofuel_generator_calorie_override -> main
Yesterday
Lower raw fish from 40 -> 10 biofuel calories Lower cooked fish from 60 -> 20 biofuel calories
Yesterday
Override potatoes from 125 -> 40 calories for biofuel generator
Yesterday
Only round up foods using their default calorie value and give out <1 LGF each (raw beef, grubs, etc) - don't round up foods that we explicitly override
Yesterday
Yesterday
Allow items that give out <1 LGF each to accumulate leftover LGF too
Yesterday
Allow consumables to override the calories provided to the biofuel generator
Yesterday
merge from analytics_signs -> main
Yesterday
Add "frame number" so we know which frame of a neon sign is being modified
Yesterday
Add analytics for signs being painted
Yesterday
merge from sentry_background_thread_errors -> main
Yesterday
Tag background thread errors as "background thread" so we can filter them in sentry
Yesterday
Comments
Yesterday
merge from sentry_background_thread_errors -> main
Yesterday
Client timeout 20m, server timeout 5m
Yesterday
Give background thread errors a larger time window so we can guard more against spam
Yesterday
Add ability to turn off background errors by setting -1 in the manifest (incase it completely breaks)
Yesterday
Add additional rate limiting to background errors - I expect these can be spammy, so limit to 2 errors per minute - controlled by manifest so it can be increased if we want
Yesterday
Yesterday
Ensure background thread errors get sent to sentry - we fixed them being silently dropped last month, this month we collect them
Yesterday
Prevent teammates from using the break-in option to break into their teammate's room
Yesterday
Fix teammates not being able to let themselves out of doors when inside them - caused by apartment rooms losing their reference to the front door after the restart - while the owner could still go in and out, the "anyone can let themselves out" wouldn't work - would only happen if the server restarted after you purchased a room
Yesterday
merge from fix_elevator_snapshot_nre -> main
Yesterday
Fix destroyed elevator floor causing NRE in ElevatorStatic.Save()
Yesterday
merge from fix_crash_uploader_release -> main
Yesterday
Fix crashes from previous updates being uploaded despite not having the sentry tags written - don't upload old crashes (if we made it past bootstrap but didn't write a crash marker) - still upload crashes that never made it to bootstrap (since this is before crash marker could be written) - tag crashes that didn't make it to bootstrap as "bootstrap crashes" so we can see what crashes happened really early - if we find a bunch of crashes happening before bootstrap we will find a way to include the actual changeset (since we don't read changeset until we get to bootstrap)
2 Days Ago
2 Days Ago
Fix attempting to transfer water sources between rooms (sinks)
5 Days Ago
merge from optimize_blueprint_button -> main
5 Days Ago
Compile fix
5 Days Ago
Cherrypick CS 160658 - tick blueprint buttons only when crafting menu is open instead of all the time (even when closed)
5 Days Ago
merge from base_occlusion -> main
6 Days Ago
merge from fix_sentry_branch_upload -> main
6 Days Ago
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6 Days Ago
- increase the tail log upload from 100KB -> 250KB - when uploading crashes without a user ID (super early crashes OR old crashes) then use the current steam id (it's almost certainly going to be the same as when the crash happened)
6 Days Ago
Tests
6 Days Ago
Fix incorrectly tagging release crashes as staging - will now upload crashes as "unknown" branch if they are untagged (aka old crashes) instead of tagging everything as staging - remove "release" tag that was passed through code, instead put the release / staging tag directly into the crash marker - fix failing to parse for the crash marker if timestamps are enabled in the logs - output crash marker earlier so early crashes can still be tagged correctly - fix userid / steamid not being set early enough either
6 Days Ago
merge from main -> base_occlusion
7 Days Ago
Fix items sometimes not being transferred to new room when upgrading room - was skipping over an item once it didn't fit in a container instead of trying to fit the item into every container before skipping over it - fixed mail not being transferred to new room - added failsafe so if the item really couldn't be fit into the new room (shouldn't be possible since every room has more space but to be safe) it will transfer to the player standing in lobby
7 Days Ago
merge from fix_steam_init_error -> main
7 Days Ago
Fix steam not logging the reason steam failed to start in the editor - sometimes steam is closed, other times it's outdated and needs to be restarted