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6,166 Commits over 1,614 Days - 0.16cph!

1 Year Ago
Add radiation to harbor 1 keycard room S2P
1 Year Ago
Move ferry terminal puzzle reset over to the puzzle room because it was on the wrong side of the monument Enable radiation on the ferry terminal keycard room S2P
1 Year Ago
Enable radiation on airfield puzzle room S2P
1 Year Ago
merge from puzzle_reset_changes -> main
1 Year Ago
Make radiation sphere outer range gizmo yellow so it's a bit more clear which puzzles have radiation at a glance
1 Year Ago
Add `drawpuzzleresets` convar so you can ddraw the puzzle resets & radiation ranges at runtime - will only show to admins who are inside the reset ranges - will update every 10s, based off puzzle reset code
1 Year Ago
DDraw .meta files
1 Year Ago
Cherrypick DDrawCommand from naval update
1 Year Ago
merge from qol_backpack_gather -> main
1 Year Ago
Allow items picked up off ground to go into backpack when inventory is full - applies to both normal items and keycards
1 Year Ago
merge from main -> qol_backpack_gather
1 Year Ago
Shrunk airfield puzzle reset slightly and enabled radiation on puzzle reset S2P
1 Year Ago
Shrink power plant main reset from 40m -> 25m Enable radiation on main building
1 Year Ago
Water treatment box puzzle reset example
1 Year Ago
Test adding support for box support for puzzle resets - defaults to spheres, can opt into the box shape - still checks by looping through all players, uses an OBB if shape is a box - stores extents and shape in PuzzleReset protobuf
1 Year Ago
Nevermind: you can use OnDrawGizmos() in PuzzleReset which is always called and filter there
1 Year Ago
Add DrawGizmosSelectedProxy so you can see the PuzzleReset gizmo while dragging around the playerDetectionOrigin Transform
1 Year Ago
Fix not attaching the radiation trigger to the playerDetectionOrigin
1 Year Ago
Fix compile error
1 Year 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
1 Year Ago
Rename variables
1 Year Ago
Make puzle reset radiation bypass armor similar to how oil rig radiation works
1 Year 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
1 Year Ago
merge from qol_perf_formatting -> main
1 Year 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
1 Year Ago
merge from qol_dump_improvements -> main
1 Year Ago
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1 Year Ago
merge from main -> qol_dump_improvements
1 Year Ago
merge from qol_backpack_gather -> main
1 Year 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
1 Year Ago
Try to fix it not including the backpack items in total item count pickup notice, but it's being weird in editor
1 Year 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
1 Year Ago
merge from fix_portal_clamping -> naval_update
1 Year 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
1 Year Ago
merge from optimize_reduce_dynamic_occlusion -> main
1 Year 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
1 Year Ago
merge from industrial_pipe_batching -> main
1 Year 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
1 Year Ago
merge from main -> industrial_pipe_batching
1 Year Ago
merge from optimize_reduce_dynamic_occlusion -> main
1 Year Ago
Compile fixes
1 Year Ago
Mark ladder as static when parented to building block
1 Year Ago
Mark TC as static
1 Year 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)
1 Year Ago
merge from main -> optimize_reduce_dynamic_occlusion
1 Year Ago
merge from extra_tutorial_safety -> naval_update
1 Year Ago
Extra check to make sure tutorial islands bounds can't spawn inside the deep sea bounds
1 Year Ago
Switch index -> i
1 Year Ago
merge from fix_impostors_not_deleting -> naval_update
1 Year 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