userJake_Richcancel
reporust_rebootcancel

5,861 Commits over 1,584 Days - 0.15cph!

2 Months Ago
merge from fix_elevator_button_restart -> main
2 Months Ago
Fix elevator buttons not working after server restart until the elevator is used - store elevator floors as EntityRef and only resolve them when building radial menu - remove TopFloor from being networked (keep proto field) as it wasn't used for the final radial menu implementation
2 Months Ago
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2 Months Ago
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2 Months Ago
merge from fix_bag_nickname -> main
2 Months Ago
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2 Months Ago
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2 Months Ago
Change from Property -> Method so it's more clear it's doing work
2 Months Ago
Fix sleeping bags showing the old name by getting rid of the caching of player name on the client for bags and instead looking up the name via NameHelper.Get() every time it's polled (when looking at it with a hammer)
2 Months Ago
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2 Months Ago
merge from codegen_timings -> main
2 Months Ago
Include the time taken for SyncVar weaving in the "SyncVar weaving Sucess" log message that already exists
2 Months Ago
Add Profiler.BeginSample() for code generator
2 Months Ago
merge from high_wall_upkeep -> main
2 Months Ago
Fix high walls that are connected to a building block without a TC not updating when the building block is destroyed - update during decay if the TC is destroyed or doesn't match their existing building - this could have happened with other deployables like shotgun traps but didn't really because it was only 1.5m range, not 16m range
2 Months Ago
Add "drawnearbybuildings <duration> <radius>" to show what building decay entities belong to Add "forcedecaytick" to force every decay entity on the server to run it's decay tick (to see if walls will reconnect to a building when decay is ran)
2 Months Ago
Add ability to manually run decay ticks and bypass the "once per 10m limit"
2 Months Ago
Prevent divide by zero if the CraftAmount of a high wall blueprint is zero (don't think it's possible but best to be safe)
2 Months Ago
Fix compile error by making high_wall_upkeep replicated (even though I don't think it needs to be all the code using it can run on the client)
2 Months Ago
Fix sqrDistance still being calculated for high walls despite not being used
2 Months Ago
Switch high walls to look for oldest building block (like building priv works) instead of closest block
2 Months Ago
Move the hardcoded "16m radius" for GetNearestBuildingBlock() and the high wall specific "GetNearbyBuildingBlock" into a shared constant
2 Months Ago
merge from main -> high_wall_upkeep
2 Months Ago
Add upkeep component to the legacy & ice high walls
2 Months Ago
Move the upkeep multiplier selector (building percentage vs high wall convar) upwards into BuildingPrivlidge.Upkeep.cs - fixes deltaTime being overwritten by the convar instead of swapping the convar <-> "20% upkeep" shown in TC
2 Months Ago
merge from main -> high_wall_upkeep
2 Months Ago
merge from reduce_server_startup_yields -> main
2 Months Ago
Manually update the "reduce_editor_startup_yields" branch - old branch adam made to skip 10x 100ms delays in server startup in the editor - I think it might need a WaitForFixedUpdate() but not 100ms waits - only affects editor: doesn't change standalone builds
2 Months Ago
merge from editor_playmode_timing -> main
2 Months Ago
Print time taken to enter play mode in the editor (so we know what iteration speed is)
2 Months Ago
merge from fix_editor_disable_deepsea -> main
2 Months Ago
Don't spawn in the deep sea manager at all when it's disabled in editor preferences
2 Months Ago
merge from copy_paste_load_threaded -> main
2 Months Ago
Load the copy paste files on startup on a background thread - still loads textures and adds to the list of files on the main thread - saves 600ms for my 36 copy pastes - more important for editor iteration speed than standalone clients (as most players aren't admins and don't have copy pastes on their client)
2 Months Ago
Add the upkeep component to both high walls and gates
2 Months Ago
Add support for the "Upkeep" component to tick a bool if it's a high wall - will then use the convar for it's multiplier instead of the base's upkeep multiplier (based on size)
2 Months Ago
Add `high_wall_upkeep` convar to control what the upkeep of high walls will be - set to static value because high wall upkeep would be too low near single TCs and too high near big bases
2 Months Ago
Refactor BuildCost() so it returns a struct that contains the cost & how many items are produced each craft - allows us to divide the upkeep for high walls by 3x because we craft 3x per craft
2 Months Ago
merge from waterwell_stock_decrease -> main
2 Months Ago
Decrease max stock of items in waterwell vendor from 10 -> 2 - increase restock time from 2m -> 10m per item - keep syringe & ammo at 10 stock & 2m restock time
2 Months Ago
merge from turret_hqm_increase -> main
2 Months Ago
Increase turret crafting cost from 10 HQM -> 25 HQM
2 Months Ago
merge from fix_boat_vendor_heli -> main
2 Months Ago
Add tests to confirm boat spawners don't destroy helicopters & boat spawners still destroy boats
2 Months Ago
Add support for vehicle spawners to label what kind of vehicles they spawn (boat, horse, heli) - prevent boat spawners from deleting helicopters when spawning boats since they can't get in the way
2 Months Ago
2 Months Ago
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2 Months Ago
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