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3,458 Commits over 1,007 Days - 0.14cph!

3 Months Ago
S2P quarries
3 Months Ago
S2P pumpjack monuments (trainyard, powerplant, water treatment)
3 Months Ago
Commiting prototype instanced rendering that piggybacks off normal CPU batching system - hooks into normal batching system - uses normal occlusion culling system - instead of adding meshes to CPU batching, pushes meshes into arrays to be instanced rendered - uses Graphics.RenderMeshInstanced() which is slower due to copying to GPU every frame - currently same rendering speed as CPU based system, however can be optimized with multidraw & command buffers - convar `batching_instanced_mode` switches between CPU rendering and instanced rendering (to compare)
3 Months Ago
merge from fix_quarry_animator_lod -> main
3 Months Ago
Fix mining quarry and pumpjack only showing their animation up to 100m away
4 Months Ago
Merge from cctv_shoot_disable -> main
4 Months Ago
Show different text on computer station when camera is disabled - "No Signal" = incorrect camera code or camera destroyed - "Weak Signal" = camera disabled
4 Months Ago
Add extra box collider to deployed camera too since it was only taking damage from the base stand of the camera
4 Months Ago
Disable deployed cameras from being disabled while shot
4 Months Ago
Add extra collider to static CCTV camera so it can be shot better - add static effect to the camera prefab itself
4 Months Ago
Disable static CCTV cameras in monuments when they take damage - default duration 5 minutes (convar `camera_disable_seconds`) - 95% static effect when disabled - can still hear audio when camera is disabled - static effect around camera when disabled
4 Months Ago
Merge from brzone-blending -> main
4 Months Ago
Merge from copypaste -> main
4 Months Ago
Fix compile errors
4 Months Ago
Add ability to snap pasted entities to the terrain - will search based on foundations only - snap entire build to single height even if it overhangs the ledge - convar is `paste_snap_terrain` - can use `paste_height_offset` to control height offset after paste Add more filters - `paste_deployables` - `paste_building_only` (only building blocks) - `paste_foundations_only` Add `copybuilding` - will copy every building block & decay entity of the base you are looking at - won't copy non-decay entities
4 Months Ago
Add `downloadpaste <url> <name>` command - default to using the filename in the url - can override name if it is going to overwrite the paste Add `renamepaste <old> <new>` and `deletepaste <name>` commands - allows you to rename pastes after you download or want to reorganize - can delete if needed too Add `upgrade_looking` and `skin_looking` commands - same as `upgrade_radius` command but uses the base you are looking at instead of a radius around you - easier way to upgrades in front of you - will only search directly attached building blocks, won't handle external TCs - add `GamePhyics.TraceEntity()` method to handle raycasting entities in editor and ignoring server / client entities
4 Months Ago
Merge from copypaste -> main
4 Months Ago
Cleanup & rename kill -> killbox (so it doesn't overlap with normal kill command)
4 Months Ago
Add ability to undo pastes with `undopaste` command - only kills entiites you pasted (if you want to redo a paste, just paste it again manually)
4 Months Ago
Allow pasting directly from name - `paste cars1` will load "cars1" and paste it while persisting current clipboard Filter entities when pasting instead of copying (allows you to change filters after copying a single time) - change convars from "copy_npcs" to "paste_npcs" - filter entities that have no parent when pasting - add option to filter vehicles
4 Months Ago
Add refresh button to the top of the era editor to refresh all items - used if you change prefabs without using GUI
4 Months Ago
Don't show redirect items in era editor window When checking if a redirect's era, use the redirects era
4 Months Ago
Set 600/1000 items to a sensible default era
4 Months Ago
Fix assets not being marked as dirty and not saving after being assigned an era (ask me how I know)
4 Months Ago
Finished era editor window - tons of fixes to make it actually work - show orange as background when item is unassigned to an era
4 Months Ago
Add missing files
4 Months Ago
Add era convar Restrict items showing up in crafting menu depending on era Work on era editor window to change item era easily (WIP because implemented on laptop) Add tags to a bunch of items & assign era to a bunch of obvious items
4 Months Ago
Tons of changes to support working outside of editor - code assumed only single instance per server - now store parameters per client in client convars - made client and server versions of each command - client commands send parameters to server version - added filtering for resources + foilage and npcs (default include everything) - fix point entities not being filtered out - split code into CLIENT and SERVER regions
4 Months Ago
Cleanup Rename copy -> copybox so it doesn't overlap with client copy Rename load -> loadpaste to not overlap with other load commands
4 Months Ago
Tags applied to items prefabs
4 Months Ago
Switch default era from None -> Unknown and add new "Any" era so we know what items are explicitly allowed in any era vs unassigned Add tags for era to item assets
4 Months Ago
Every item reserialized after adding era field & updating asset tags
4 Months Ago
Improve item asset tags - `workbench0` - `workbench3` depending on crafting requirement - `craftable` for items that are craftable - {Category}Item for item category (WeaponItem, FunItem, etc) - `ItemDLC` for items that are dlc - `ItemRedirect` for items that are redirects of other items
4 Months Ago
Add era field for items (none, primitive, medieval, frontier & modern) - items default to "no era" - items in none will show up in all eras - items in lower eras will show up in higher eras - no eras assigned to items yet
4 Months Ago
Fix copy paste - now remaps every type of network id, fixing storage entities - fixed building ID not being reset for new pastes - refactored pasting code so it more closely resembles SaveRestore.Load() - fixed rotation of pastes not always working - save entities in order of network id so the pasting is more deterministic - removed saving of entity ids in pastes because it's not needed - change paste directory from EntityCopies -> copypaste
4 Months Ago
Merge from main -> copypaste
4 Months Ago
Add optional arguments onto `ddraw.text` command to modify distanceFade & zTest
4 Months Ago
Hook up accessibility color options
4 Months Ago
Cleanup and fix debug spam
4 Months Ago
Hook up options menu
4 Months Ago
Hook up convars for configuring if arrows should show for deploy guide, on deployed entities or both - now a different convar for if it should show important ports or all ports
4 Months Ago
Fix ports & arrows not working with the deploy guide when the mesh is scaled - hard to spot because it worked on deployed entities but not with the deploy guide
4 Months Ago
Show the white cubes and arrows when deploying IO entities too
4 Months Ago
Configure a bunch more prefabs & configure important vs unimportant ports Fix water IO ports not working
4 Months Ago
High priority ports will show regardless of being marked as "main power"
4 Months Ago
Reposition industrial conveyor electrical ports so power in & out is on top & sensor outposts are on the bottom - did while marking direction of each port
4 Months Ago
Mark certain IO ports as higher priority, only show the important ports by default - main input, output & passthrough power considered important by default - `io_arrow_mode` convar to control behavior
4 Months Ago
DDraw arrows in & out of IO ports when looking with a wire tool
4 Months Ago
Show IO port direction as an arrow instead of a line in the editor gizmo
4 Months Ago
Configure a direction for every IO port for every deployable IO entity