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4,131 Commits over 1,219 Days - 0.14cph!

2 Hours Ago
Start to fix turrets placed outside of a base turning off turrets inside a base - cache turrets within 40m instead of doing a physics query to find all turrets within 40m each time we update interference - rewrite the interference system, getting rid of all the queues - system is no longer recursive since a turret can only overload itself, meaning we never have to recalculate neighbors interference - when a turret turns on, if it would cause a nearby turret to go over the interference limit it instead will overload itself - when a turret turns off, it will check if any nearby turrets that are overloaded can now turn on Now the complex part: which overloaded turret should be turned on first - tried to reactivate overloaded turrets based on the order they were powered on, however this could be abused by stacking 40 turrets in your base (mostly overloaded) and the raiders having to destroy every single turret in the base before theirs would turn on - instead trying to prioritize the overloaded turrets with the least amount of active turrets nearby, assuming that the FOB will have less turrets nearby then the turrets inside the base
Today
Fix compile errors
Today
merge from climate -> deep_sea
Today
Add animation curve to control how fast the bad weather lerps when the end wipe event starts
Today
Override WeatherState with DeepSeaWeatherState on the client when you are inside the deepsea
Today
Re-apply part of merge manually
Today
Codegen
Today
merge from deep_sea -> deep_sea/climate
Yesterday
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)
2 Days Ago
manually override raid, snow and temperature manually when players are inside the deep sea
2 Days 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
2 Days Ago
merge from naval_update -> deep_sea
3 Days Ago
merge from fix_admin_logging -> main
3 Days Ago
Print off `[Config File]` in the admin logs instead of `[Unknown]` when commands are read from a config file
3 Days Ago
Enable admin logging a bit later in the function so it doesn't capture `readcfg` running a bunch of commands
3 Days Ago
Update manifest (prefab files)
3 Days Ago
Update manifest
3 Days Ago
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3 Days Ago
merge fix_copypaste_clear_turrets -> main
3 Days 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
3 Days Ago
merge from fix_admin_logging -> main
3 Days Ago
Fix log being restarted each time the server restarts instead of appending
3 Days Ago
Fix logging all commands by normal users - need to check both ServerUser and !ServerAdmin
3 Days Ago
Prevent startup commands from being captured before we read command line to determine if we want to disable the logging
3 Days Ago
- fix unrestricted commands being logged as clientside - fix RCON using wrong empty field to identify rcon connections
3 Days Ago
merge from log_disable_logs -> main
3 Days Ago
Log to console indicating when logging is disabled & enabled
4 Days Ago
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4 Days Ago
Codegen + fix compile error
4 Days Ago
Cherrypick CS 129086 & CS 129089, physx debug commands
4 Days Ago
Compile fixes
4 Days Ago
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4 Days Ago
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4 Days Ago
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4 Days Ago
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4 Days Ago
merge from admin_logging -> main
4 Days Ago
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5 Days 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`
7 Days Ago
Codegen
7 Days Ago
Switch the following behavior from gamemode fields -> convars - mapenabled - hideplayeronmap - hideplayermapdirection - fogofwar - fogofwarrevealsize - compassenabled
7 Days Ago
merge from main -> naval_update