4,458 Commits over 1,249 Days - 0.15cph!
merge from qol_backpack_gather -> main
Allow items picked up off ground to go into backpack when inventory is full
- applies to both normal items and keycards
merge from main -> qol_backpack_gather
Shrunk airfield puzzle reset slightly and enabled radiation on puzzle reset
S2P
Shrink power plant main reset from 40m -> 25m
Enable radiation on main building
Water treatment box puzzle reset example
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
Nevermind: you can use OnDrawGizmos() in PuzzleReset which is always called and filter there
Add DrawGizmosSelectedProxy so you can see the PuzzleReset gizmo while dragging around the playerDetectionOrigin Transform
Fix not attaching the radiation trigger to the playerDetectionOrigin
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
Make puzle reset radiation bypass armor similar to how oil rig radiation works
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
merge from qol_perf_formatting -> main
- 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
merge from qol_dump_improvements -> main
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merge from main -> qol_dump_improvements
merge from qol_backpack_gather -> main
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
Try to fix it not including the backpack items in total item count pickup notice, but it's being weird in editor
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
merge from fix_portal_clamping -> naval_update
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
merge from optimize_reduce_dynamic_occlusion -> main
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
merge from industrial_pipe_batching -> main
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
merge from main -> industrial_pipe_batching
merge from optimize_reduce_dynamic_occlusion -> main
Mark ladder as static when parented to building block
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)
merge from main -> optimize_reduce_dynamic_occlusion
merge from extra_tutorial_safety -> naval_update
Extra check to make sure tutorial islands bounds can't spawn inside the deep sea bounds
merge from fix_impostors_not_deleting -> naval_update
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
Set trees on client to global network = false, doesn't change behavior but reduces confusion when debugging
Fix broken reference to `ServerOnly` GameObject in RealmedRemove on Tropical1 (was correct on other islands)
S2P
Add floating city 3 & 4 to monument menu and tropical island 1 - 4
merge from fix_deep_sea_wipe -> naval_update
Switch from List -> HashSet when collecting entities for deletion to avoid having a second ListHashSet<> to check for duplicates
try catch deleting the entities so the delete coroutine is less likely to break
Fix fully global networked entities not getting killed when the deep sea wipes
merge from fix_boat_paste -> naval_update
Add error log indicating what entity failed to paste when exception was thrown