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4,960 Commits over 1,431 Days - 0.14cph!

8 Months Ago
merge from fix_admin_logging -> main
8 Months Ago
Fix log being restarted each time the server restarts instead of appending
8 Months Ago
Fix logging all commands by normal users - need to check both ServerUser and !ServerAdmin
8 Months Ago
Prevent startup commands from being captured before we read command line to determine if we want to disable the logging
8 Months Ago
- fix unrestricted commands being logged as clientside - fix RCON using wrong empty field to identify rcon connections
8 Months Ago
merge from log_disable_logs -> main
8 Months Ago
Log to console indicating when logging is disabled & enabled
8 Months Ago
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8 Months Ago
Codegen + fix compile error
8 Months Ago
Cherrypick CS 129086 & CS 129089, physx debug commands
8 Months Ago
Compile fixes
8 Months Ago
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8 Months Ago
merge from admin_logging -> main
8 Months Ago
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8 Months Ago
Log commands ran by admins to a log file - rotate daily log files - log any command ran by admins (including useless commands like "swapseats") so it works with modded servers as well where permissions can be all over the place - mark how each command was ran (server console, rcon, player) as well as some information about the user who ran it - enabled by default, can be disabled with startup parameter `-disableconsolelog`
8 Months Ago
Codegen
8 Months Ago
Switch the following behavior from gamemode fields -> convars - mapenabled - hideplayeronmap - hideplayermapdirection - fogofwar - fogofwarrevealsize - compassenabled
8 Months Ago
merge from main -> naval_update
8 Months Ago
merge from naval_update -> deep_sea
8 Months Ago
merge from deep_sea/networking -> deep_sea
8 Months Ago
Switch the deep sea island test prefab to only network to deep sea
8 Months Ago
Keep the `globalBroadcast` bool the same instead of switching to a "SpecialNetworkGroup" bool, instead make the enum "GlobalNetworkBehavior" - switch between 3 network groups (global, main island, deep sea) based on the enum - add the correct network group to subscriptions based on the bounds of the network group you are part of - re-add tooltip to `globalBroadcast` we removed
8 Months Ago
Add multiple global network groups - entire server - main island only - deep sea only Set global network group ids as constants Create enum to represent different types of global network groups Add enum to BaseEnitty (but keep globalBroadcast bool)
8 Months Ago
update deep_sea/networking
8 Months Ago
merge from deep_sea/portals -> deep_sea
8 Months Ago
Add the `Vehicle Large` layer to the portal trigger so it works with tugboats for testing
8 Months Ago
update deep_sea/portals
8 Months Ago
merge from naval_update -> deep_sea
8 Months Ago
merge from main -> naval_update - stomped mannequin material changes on naval_update branch
8 Months Ago
Fix portal teleport logic and add debugging of portal teleport attempts to ensure it's trying the right locations
8 Months Ago
Try to find a free spawn location when entering the portal - keep trying spots alongside the portal until a free one is found
8 Months Ago
Fix map not working when deep sea islands are spawned because the tutorial island map marker covers the entire map with a layer of water
8 Months Ago
merge from deep_sea/portals -> deep_sea
8 Months Ago
Rename IsInDeepSea(Vector3) -> IsInsideDeepSea(Vector3) to match the entity overload naming
8 Months Ago
Move portal teleport code into DeepSeaManager.Portals.cs
8 Months Ago
Fix OnEntityEnter being called on clientside entities from the serverside TriggerDeepSeaPortal
8 Months Ago
Get portals enter & exit at the "same position" instead of always spawning player in the center - switch to creating portals with different rotations instead of different sizes so we can easily adjust the enter & exit position for portals via localPosition - ensure entiites enter & exit portals at the same relative position (enter north side, exit north side) - adjust the position of the portal when entering and exiting
8 Months Ago
Dump players going back to main island offset from the main island portal instead of on spawn beach - keep failback to put onto spawn beach incase something happens to the portals
8 Months Ago
merge from deep_sea -> naval_update