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5,312 Commits over 1,522 Days - 0.15cph!

9 Months Ago
Nevermind: you can use OnDrawGizmos() in PuzzleReset which is always called and filter there
9 Months Ago
Add DrawGizmosSelectedProxy so you can see the PuzzleReset gizmo while dragging around the playerDetectionOrigin Transform
9 Months Ago
Fix not attaching the radiation trigger to the playerDetectionOrigin
9 Months Ago
Fix compile error
9 Months Ago
Fix analytics not including monument after server restart - it still was including the name of the SpawnGroups so it was sorta useable - switch from using the PuzzleReset entity to using SpawnGroups
9 Months Ago
Rename variables
9 Months Ago
Make puzle reset radiation bypass armor similar to how oil rig radiation works
9 Months Ago
Add `Time blocked by radiation` to analytics - fix analytics total time not including time blocked (you could calculate it in analytics but better to report the correct time) - renamed to 'time_blocked_total' so easier to backfill
9 Months Ago
merge from qol_perf_formatting -> main
9 Months Ago
- switch performance text to show fps + ping at level 2 & show ping below like before at level 3 - add GPU time to level 6 - rename TicksToNS because it should have been named the inverse - hardcode to 100 since we only use it for TimeSpan ticks, not Stopwatch ticks
9 Months Ago
merge from qol_dump_improvements -> main
9 Months Ago
merge from main -> qol_dump_improvements
9 Months Ago
merge from qol_backpack_gather -> main
9 Months Ago
Fully fix give notices not taking backpack items into account - was scheduling a second update 0.1s after that didn't use the backpack code in previous commit
9 Months Ago
Try to fix it not including the backpack items in total item count pickup notice, but it's being weird in editor
9 Months Ago
Items collected when "gathering" will go to backpack automatically when main inventory is full - trees, nodes, corpses - collectables (hemp, stone on ground) - growable plants - doesn't apply when looting, only when gathering items from world
9 Months Ago
merge from fix_portal_clamping -> naval_update
9 Months Ago
Clamp position to the output portal when teleporting to and from the deep sea - primarily fixes running enterdeepsea causing you to teleported to middle of deep sea because it didn't clamp the distance from portal
9 Months Ago
merge from optimize_reduce_dynamic_occlusion -> main
9 Months Ago
Remove the IsEntityDynamic() override in CookingWorkbenchBBQ because that is not the normal BBQ :( - don't worry about normal bbq anyways, it was already static and seemed to work fine with occlusion
9 Months Ago
merge from industrial_pipe_batching -> main
9 Months Ago
Disable cpu batching on industrial pipes since the pipes randomly had incorrect rotations and there is a non-neglibable VRAM cost to keeping a duplicate of every industrial pipe mesh, can explore later
9 Months Ago
merge from main -> industrial_pipe_batching
9 Months Ago
merge from optimize_reduce_dynamic_occlusion -> main
9 Months Ago
Compile fixes
9 Months Ago
Mark ladder as static when parented to building block
9 Months Ago
Mark TC as static
9 Months Ago
Set additional entities as static so industrial adapters & codelocks parented are also considered static - furnaces / ovens (exclude BBQ because they open & close) - fridge - lockers - codelocks themselves (was accounting for doors but not the codelocks individually)
9 Months Ago
merge from main -> optimize_reduce_dynamic_occlusion
9 Months Ago
merge from extra_tutorial_safety -> naval_update
9 Months Ago
Extra check to make sure tutorial islands bounds can't spawn inside the deep sea bounds
9 Months Ago
Switch index -> i
9 Months Ago
merge from fix_impostors_not_deleting -> naval_update
9 Months Ago
Fix trees impostors in the deep sea getting stuck showing after resetting the deep sea and reconnecting - switch TreeManager from using local position when registering trees to using world position - fixes trees spawned parented to the island (before they are unparented) from being spawned in one tree grid but deleted from a different one - add ServerWorldPosition to keep existing behavior until we figure out if we are renaming ServerPosition
9 Months Ago
Set trees on client to global network = false, doesn't change behavior but reduces confusion when debugging
9 Months Ago
Fix broken reference to `ServerOnly` GameObject in RealmedRemove on Tropical1 (was correct on other islands) S2P
9 Months Ago
Add floating city 3 & 4 to monument menu and tropical island 1 - 4
9 Months Ago
merge from fix_deep_sea_wipe -> naval_update
9 Months Ago
Switch from List -> HashSet when collecting entities for deletion to avoid having a second ListHashSet<> to check for duplicates try catch deleting the entities so the delete coroutine is less likely to break
9 Months Ago
Fix fully global networked entities not getting killed when the deep sea wipes
9 Months Ago
merge from fix_boat_paste -> naval_update
9 Months Ago
Add error log indicating what entity failed to paste when exception was thrown
9 Months Ago
Fix NRE when loading a steering wheel without SteeringWheel protobuf - fixes pasting boats in completely broken physics state - old boat pastes still may not work
9 Months Ago
Increase deep sea terrain distance from 600m -> 750m
9 Months Ago
merge from deep_sea_repel -> naval_update
9 Months Ago
Fix NRE when checking if vehicle is near portal and needs repel force but portal / deep sea entity hasn't been spawned yet
9 Months Ago
Add collider to the back of the deep sea portals so it's not possible to get fully through the trigger but not teleported
9 Months Ago
Add repel force for vehicles that aren't allowed to teleport before they reach the entrance & exit portal - split old repel code into separate method - check both portal distance and normal ValidBounds distance on the main island - only check portal distance in deep sea
9 Months Ago
Split into `CanTeleportToDeepSea()` and `CanTeleportToMainIsland()` incase we need that functionality later, both call the same "can this entity teleport" method for now
9 Months Ago
Fix compile error that didn't merge from main