userJake_Richcancel
reporust_rebootcancel

4,416 Commits over 1,249 Days - 0.15cph!

1 Year Ago
Add ability for loadouts to override only certain containers - replace the items worn without stripping all items in the inventory
1 Year Ago
merge from fix_quarry_animator_lod -> main
1 Year Ago
Apply same LOD change to deployable quarries (even though they aren't used in gameplay)
1 Year Ago
Merge from fix_quarry_animator_lod -> main
1 Year Ago
S2P quarries
1 Year Ago
S2P pumpjack monuments (trainyard, powerplant, water treatment)
1 Year 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)
1 Year Ago
merge from fix_quarry_animator_lod -> main
1 Year Ago
Fix mining quarry and pumpjack only showing their animation up to 100m away
1 Year Ago
Merge from cctv_shoot_disable -> main
1 Year Ago
Show different text on computer station when camera is disabled - "No Signal" = incorrect camera code or camera destroyed - "Weak Signal" = camera disabled
1 Year Ago
Add extra box collider to deployed camera too since it was only taking damage from the base stand of the camera
1 Year Ago
Disable deployed cameras from being disabled while shot
1 Year Ago
Add extra collider to static CCTV camera so it can be shot better - add static effect to the camera prefab itself
1 Year 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
1 Year Ago
Merge from brzone-blending -> main
1 Year Ago
Merge from copypaste -> main
1 Year Ago
Fix compile errors
1 Year 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
1 Year 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
1 Year Ago
Merge from copypaste -> main
1 Year Ago
Cleanup & rename kill -> killbox (so it doesn't overlap with normal kill command)
1 Year 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)
1 Year 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
1 Year Ago
Add refresh button to the top of the era editor to refresh all items - used if you change prefabs without using GUI
1 Year Ago
Don't show redirect items in era editor window When checking if a redirect's era, use the redirects era
1 Year Ago
Set 600/1000 items to a sensible default era
1 Year Ago
Fix assets not being marked as dirty and not saving after being assigned an era (ask me how I know)
1 Year Ago
Finished era editor window - tons of fixes to make it actually work - show orange as background when item is unassigned to an era
1 Year Ago
Add missing files
1 Year 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
1 Year 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
1 Year Ago
Cleanup Rename copy -> copybox so it doesn't overlap with client copy Rename load -> loadpaste to not overlap with other load commands
1 Year Ago
Tags applied to items prefabs
1 Year 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
1 Year Ago
Every item reserialized after adding era field & updating asset tags
1 Year 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
1 Year 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
1 Year 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
1 Year Ago
Merge from main -> copypaste
1 Year Ago
Add optional arguments onto `ddraw.text` command to modify distanceFade & zTest
1 Year Ago
Hook up accessibility color options
1 Year Ago
Cleanup and fix debug spam
1 Year Ago
Hook up options menu
1 Year 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
1 Year 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
1 Year Ago
Show the white cubes and arrows when deploying IO entities too
1 Year Ago
Configure a bunch more prefabs & configure important vs unimportant ports Fix water IO ports not working
1 Year Ago
High priority ports will show regardless of being marked as "main power"
1 Year 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