4,701 Commits over 1,341 Days - 0.15cph!
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Codegen + fix compile error
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merge from admin_logging -> main
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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`
Switch the following behavior from gamemode fields -> convars
- mapenabled
- hideplayeronmap
- hideplayermapdirection
- fogofwar
- fogofwarrevealsize
- compassenabled
merge from main -> naval_update
merge from naval_update -> deep_sea
merge from deep_sea/networking -> deep_sea
Switch the deep sea island test prefab to only network to deep sea
Keep the `globalBroadcast` bool the same instead of switching to a "SpecialNetworkGroup" bool, instead make the enum "GlobalNetworkBehavior"
- switch between 3 network groups (global, main island, deep sea) based on the enum
- add the correct network group to subscriptions based on the bounds of the network group you are part of
- re-add tooltip to `globalBroadcast` we removed
Add multiple global network groups
- entire server
- main island only
- deep sea only
Set global network group ids as constants
Create enum to represent different types of global network groups
Add enum to BaseEnitty (but keep globalBroadcast bool)
update deep_sea/networking
merge from deep_sea/portals -> deep_sea
Add the `Vehicle Large` layer to the portal trigger so it works with tugboats for testing
merge from naval_update -> deep_sea
merge from main -> naval_update
- stomped mannequin material changes on naval_update branch
Fix portal teleport logic and add debugging of portal teleport attempts to ensure it's trying the right locations
Try to find a free spawn location when entering the portal
- keep trying spots alongside the portal until a free one is found
Fix map not working when deep sea islands are spawned because the tutorial island map marker covers the entire map with a layer of water
merge from deep_sea/portals -> deep_sea
Rename IsInDeepSea(Vector3) -> IsInsideDeepSea(Vector3) to match the entity overload naming
Move portal teleport code into DeepSeaManager.Portals.cs
Fix OnEntityEnter being called on clientside entities from the serverside TriggerDeepSeaPortal
Get portals enter & exit at the "same position" instead of always spawning player in the center
- switch to creating portals with different rotations instead of different sizes so we can easily adjust the enter & exit position for portals via localPosition
- ensure entiites enter & exit portals at the same relative position (enter north side, exit north side)
- adjust the position of the portal when entering and exiting
Dump players going back to main island offset from the main island portal instead of on spawn beach
- keep failback to put onto spawn beach incase something happens to the portals
merge from deep_sea -> naval_update
merge from deep_sea/portals -> deep_sea
Place entrance & exit ports based on the loot direction of the map
- entrance to deep sea should be on the T2 side of the map
- exit out of deep sea is on the "opposide side" so you enter & exit into one continious ocean
- example: leave left side of map, enter on right side of ocean
Include all the other prefabs updated when generating manifest
Commit AK FBX that keeps being reserialized
merge from deep_sea/portals -> deep_sea