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5,412 Commits over 1,553 Days - 0.15cph!

12 Months Ago
Add `print_colliders` command to print the number of colliders inside each physx broadphase cell
12 Months Ago
merge from deep_sea/networking -> deep_sea
12 Months Ago
Make single method to get all passengers: mounted in seats or standing on the boat parented - ensures players standing on tugboat get shown a respawn screen
12 Months Ago
Teleport the tugboat if you are standing on one while running `enterdeepsea` (why did this work straight away??)
12 Months Ago
Make entering & exiting the deep sea work when you are inside a vehicle - target the teleport on the vehicle instead of the player - a bunch of debugging to get it doing the right order of switching groups without the vehicle being deleted on the client - dismount player before teleport, remount after (may have to revisit network groups and add proper support to get it working when standing parented on a tugboat instead of mounted in a seat)
12 Months Ago
merge from deep_sea/spawn_command -> deep_sea
12 Months Ago
Fix spawn command spawning boats at the bottom of the ocean - annoying in general but doesn't work when there is no ocean floor - include water raycast layer when above the water, otherwise spawn on the bottom of ocean when below water
12 Months Ago
move islands sub-branch as well
12 Months Ago
make deep_sea branch a sub-branch of the naval update
12 Months Ago
Temp fix for ValidBounds still ignoring everything outside of the terrain by adding a check for deep ocean bounds
12 Months Ago
- fix colliders not being spawned at correct positions - fix entity bounds not matching up with the intented bounds - correct ValidBounds size Add admin commands for testing - enterdeepsea - leavedeepsea - createdeepsea (respawns the deep sea entity, not "gracefully recreate it")
12 Months Ago
Prevent players from accidently ent killing important entities (like the deep seas)
12 Months Ago
Move the deep sea entity to it's position before it's spawned instead of inside ServerInit()
12 Months Ago
Get rid of the extra prefab for the "deep sea", instead put everything inside the DeepSea entity - spawn it at 0,0,0 then teleport it to -6000
12 Months Ago
Increase network grid area from 8192 -> 16384 so it covers from -8k to +8k - increase cell count to 512 so network grids remain 32m
12 Months Ago
Deep sea is located from -8000 -> -4000 on the map - add 4k area to xAxis of ValidBounds (-4000 -> 4000) into (-8000 -> 4000) - add 4k area to xAxis of physics bounds (-5000 -> 5000) into (-9000 -> 5000)
12 Months Ago
Update manifest
12 Months Ago
Create deep sea manager entity - spawn as an important entity - create center of map so we don't have to worry about bounds Create basic deep sea prefab that contains box colliders around the ocean - entity will spawn the "deep sea" prefab
12 Months Ago
Uncommited stuff
12 Months Ago
Figure out why blocks don't want to connect to their opposite side
12 Months Ago
Connect together faces when entity links update
12 Months Ago
Fix debug points for walls
12 Months Ago
Add debug points to faces so we can ddraw better visualizations for the faces
12 Months Ago
Fix backface check for 180 degree faces not working due to needing a bigger offset with the normal
12 Months Ago
Make logging "a little clearer"
12 Months Ago
Crappy visualization method of connected links so I can make a video of it working
12 Months Ago
Handle case of one face connecting to two other faces with the same angle by choosing the face that is closer - bottom face of wall connecting to top + bottom faces of a wall via the side socket - fixes so bottom <-> bottom and top <-> top since they are closer
12 Months Ago
Fix dot product of normals missing `Mathf.Abs()` causing it not to catch special case of 180 degrees
12 Months Ago
Temp fix for TextTable Pooling error NRE so I can use breakpoints
12 Months Ago
Commit bunch of stuff - setup faces & edges when setting up entity links (edges are essentially groups of entity links) - add 'printfaces' command to debug what faces are closest and what edges are considered connected - after a "bit" of trial and error grab the old "CalculateAngle()" method from previous hackweek and rewrite it - be greedy and recalculate all closest faces whenever links change (instead of being smart with caching, it's a hackweek) - all that should be left is debugging why certain faces don't want to consider themselves connection candidates
12 Months Ago
Rename BlockFace -> BlockFaceDefinition so I can make runtime types with normal names
12 Months Ago
Define sockets for square floor
12 Months Ago
Define faces and edges for a normal wall
12 Months Ago
Proper MVP implementation of "full base heating" - add ability to define faces & edges of each building block - draw gizmos to visually confirm what you are defining
12 Months Ago
Fix servers in modded tab "randomly" not appearing in server browser
1 Year Ago
Fix compile error
1 Year Ago
merge from fix_newmenu_inventory_threadsafe
1 Year Ago
Switch SteamInventoryRecipeIndex & UI_SteamInventoryCrafting to iterate over steam inventory items on the main thread (budgetted) instead of on background thread as it causes race condition
1 Year Ago
Add generic method to iterate over a list with a set budget
1 Year Ago
merge from fix_rest_static_fields_disabling -> main
1 Year Ago
Codegen ResetStaticFields
1 Year Ago
Disable applying "ResetStaticFields" unless domain reload is disabled
1 Year Ago
Move "IsSkipDomainReloadEnabled" to it's own class so it can be referenced by the codegen
1 Year Ago
merge from fix_hardcore_spawning_mlrs -> main
1 Year Ago
Fix SpawnIndividual respawning the MLRS after 5 minutes by removing the MLRS from the SpawnIndividuals list as well
1 Year Ago
merge from fix_hardcore_spawning_mlrs -> main
1 Year Ago
Fix MLRS spawning in hardcore mode - code was only looking for MLRS inside safezones - fix some entities being skipped over when deleting due to looping over entities while they are being removed / deleted
1 Year Ago
merge from fix_icon_generator_hide_during_render -> main
1 Year Ago
Update HideDuringRender of the camper van prefab as an example
1 Year Ago
Fix HideDuringRender not being copied from the source prefab to the rendered icon - add matching of GameObjects based on name from the source -> target prefab