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5,490 Commits over 1,553 Days - 0.15cph!

12 Months Ago
Add animation curve to control how fast the bad weather lerps when the end wipe event starts
12 Months Ago
Override WeatherState with DeepSeaWeatherState on the client when you are inside the deepsea
12 Months Ago
Re-apply part of merge manually
12 Months Ago
Codegen
12 Months Ago
merge from deep_sea -> deep_sea/climate
12 Months Ago
Attempt #2 - store two specific weather states inside the single climate prefab (deep sea calm, deep sea wipe) - lerp between the two deep sea weather states based on the lerp float inside the DeepSeaManager entity (and network it) - add separate ClimateParameters for the deep sea (duplicate of Temperate for now) - read the DeepSeaWeatherState for temperature and rain (don't need to override snow since it can't snow outside the arctic)
12 Months Ago
manually override raid, snow and temperature manually when players are inside the deep sea
12 Months Ago
Add separate set of sliders for chance of each weather preset inside the deep sea - only clear weather allowed: no fog, rain or storms (since that indicates the deep sea is wiping soon) - only modify the visual weather effects on the client, don't mess with the ocean simulation yet
12 Months Ago
merge from naval_update -> deep_sea
12 Months Ago
merge from fix_admin_logging -> main
12 Months Ago
Print off `[Config File]` in the admin logs instead of `[Unknown]` when commands are read from a config file
12 Months Ago
Enable admin logging a bit later in the function so it doesn't capture `readcfg` running a bunch of commands
12 Months Ago
Update manifest (prefab files)
12 Months Ago
Update manifest
12 Months Ago
merge fix_copypaste_clear_turrets -> main
12 Months Ago
Fix turrets getting cleared when a base is copied using copypaste :( - fix pooling error that didn't copy users when saving turrets - remove old code that handled this by setting the list of users to null before returning data to the pool
12 Months Ago
merge from fix_admin_logging -> main
12 Months Ago
Fix log being restarted each time the server restarts instead of appending
12 Months Ago
Fix logging all commands by normal users - need to check both ServerUser and !ServerAdmin
12 Months Ago
Prevent startup commands from being captured before we read command line to determine if we want to disable the logging
12 Months Ago
- fix unrestricted commands being logged as clientside - fix RCON using wrong empty field to identify rcon connections
12 Months Ago
merge from log_disable_logs -> main
12 Months Ago
Log to console indicating when logging is disabled & enabled
12 Months Ago
Codegen + fix compile error
12 Months Ago
Cherrypick CS 129086 & CS 129089, physx debug commands
12 Months Ago
Compile fixes
12 Months Ago
merge from admin_logging -> main
12 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`
12 Months Ago
Codegen
12 Months Ago
Switch the following behavior from gamemode fields -> convars - mapenabled - hideplayeronmap - hideplayermapdirection - fogofwar - fogofwarrevealsize - compassenabled
12 Months Ago
merge from main -> naval_update
12 Months Ago
merge from naval_update -> deep_sea
1 Year Ago
merge from deep_sea/networking -> deep_sea
1 Year Ago
Switch the deep sea island test prefab to only network to deep sea
1 Year 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
1 Year 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)
1 Year Ago
update deep_sea/networking
1 Year Ago
merge from deep_sea/portals -> deep_sea
1 Year Ago
Add the `Vehicle Large` layer to the portal trigger so it works with tugboats for testing
1 Year Ago
update deep_sea/portals
1 Year Ago
merge from naval_update -> deep_sea
1 Year Ago
merge from main -> naval_update - stomped mannequin material changes on naval_update branch
1 Year Ago
Fix portal teleport logic and add debugging of portal teleport attempts to ensure it's trying the right locations
1 Year Ago
Try to find a free spawn location when entering the portal - keep trying spots alongside the portal until a free one is found
1 Year 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
1 Year Ago
merge from deep_sea/portals -> deep_sea
1 Year Ago
Rename IsInDeepSea(Vector3) -> IsInsideDeepSea(Vector3) to match the entity overload naming
1 Year Ago
Move portal teleport code into DeepSeaManager.Portals.cs
1 Year Ago
Fix OnEntityEnter being called on clientside entities from the serverside TriggerDeepSeaPortal
1 Year 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