userJake_Richcancel
reporust_rebootcancel

6,181 Commits over 1,645 Days - 0.16cph!

2 Years Ago
merge from main -> fix_radiation_rounding_damage
2 Years Ago
Merge from fix_ddraw_text_ztest -> main
2 Years Ago
merge from fix_map_focus_light -> main
2 Years Ago
merge from community_ui_inventory -> main
2 Years Ago
Merge from main -> community_ui_inventory
2 Years Ago
merge from fix_jug_dump_leaving_water -> main
2 Years Ago
merge from qol_map_marker_num -> main
2 Years Ago
Fix menu option for "numbered pins" being incorrect Fix pins starting at 0 instead of 1
2 Years Ago
merge from qol_map_marker_num -> main
2 Years Ago
Add to options menu - add support for the dropdown options menu to display text or a color - will show "Random" or the color of the map marker
2 Years Ago
Markers now default to a number as their name (0,1,2,3,etc) - can toggle behavior with `map_marker_autoname` - can specify the default color for map marker with `map_marker_color` convar - -1 = random, 0 = yellow, 1 = blue, 2 = green, 3 = red, 4 = purple, 5 = cyan https://files.facepunch.com/jakerich/Xy99wr6maG1h/g9nPKC3XjPA2WYIf.mp4
2 Years Ago
merge from military_tunnels_nvg_outfits -> main
2 Years Ago
S2P military tunnels
2 Years Ago
Add NVG outfit loadout onto all scientist spawners so military tunnel scientists spawn with NVGs - only an appearance change: same health, loot & weapons as before
2 Years Ago
Add loadout for NVG military scientist outfit
2 Years Ago
Add ability for loadouts to override only certain containers - replace the items worn without stripping all items in the inventory
2 Years Ago
merge from fix_quarry_animator_lod -> main
2 Years Ago
Apply same LOD change to deployable quarries (even though they aren't used in gameplay)
2 Years Ago
Merge from fix_quarry_animator_lod -> main
2 Years Ago
S2P quarries
2 Years Ago
S2P pumpjack monuments (trainyard, powerplant, water treatment)
2 Years 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)
2 Years Ago
merge from fix_quarry_animator_lod -> main
2 Years Ago
Fix mining quarry and pumpjack only showing their animation up to 100m away
2 Years Ago
Merge from cctv_shoot_disable -> main
2 Years Ago
Show different text on computer station when camera is disabled - "No Signal" = incorrect camera code or camera destroyed - "Weak Signal" = camera disabled
2 Years Ago
Add extra box collider to deployed camera too since it was only taking damage from the base stand of the camera
2 Years Ago
Disable deployed cameras from being disabled while shot
2 Years Ago
Add extra collider to static CCTV camera so it can be shot better - add static effect to the camera prefab itself
2 Years 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
2 Years Ago
Merge from brzone-blending -> main
2 Years Ago
Merge from copypaste -> main
2 Years Ago
Fix compile errors
2 Years 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
2 Years 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
2 Years Ago
Merge from copypaste -> main
2 Years Ago
Cleanup & rename kill -> killbox (so it doesn't overlap with normal kill command)
2 Years 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)
2 Years 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
2 Years Ago
Add refresh button to the top of the era editor to refresh all items - used if you change prefabs without using GUI
2 Years Ago
Don't show redirect items in era editor window When checking if a redirect's era, use the redirects era
2 Years Ago
Set 600/1000 items to a sensible default era
2 Years Ago
Fix assets not being marked as dirty and not saving after being assigned an era (ask me how I know)
2 Years Ago
Finished era editor window - tons of fixes to make it actually work - show orange as background when item is unassigned to an era
2 Years Ago
Add missing files
2 Years 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
2 Years 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
2 Years Ago
Cleanup Rename copy -> copybox so it doesn't overlap with client copy Rename load -> loadpaste to not overlap with other load commands
2 Years Ago
Tags applied to items prefabs
2 Years 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