4,290 Commits over 1,188 Days - 0.15cph!
Teleport the tugboat if you are standing on one while running `enterdeepsea` (why did this work straight away??)
Make entering & exiting the deep sea work when you are inside a vehicle
- target the teleport on the vehicle instead of the player
- a bunch of debugging to get it doing the right order of switching groups without the vehicle being deleted on the client
- dismount player before teleport, remount after (may have to revisit network groups and add proper support to get it working when standing parented on a tugboat instead of mounted in a seat)
merge from deep_sea/spawn_command -> deep_sea
Fix spawn command spawning boats at the bottom of the ocean
- annoying in general but doesn't work when there is no ocean floor
- include water raycast layer when above the water, otherwise spawn on the bottom of ocean when below water
move islands sub-branch as well
make deep_sea branch a sub-branch of the naval update
Temp fix for ValidBounds still ignoring everything outside of the terrain by adding a check for deep ocean bounds
- fix colliders not being spawned at correct positions
- fix entity bounds not matching up with the intented bounds
- correct ValidBounds size
Add admin commands for testing
- enterdeepsea
- leavedeepsea
- createdeepsea (respawns the deep sea entity, not "gracefully recreate it")
Prevent players from accidently ent killing important entities (like the deep seas)
Move the deep sea entity to it's position before it's spawned instead of inside ServerInit()
Get rid of the extra prefab for the "deep sea", instead put everything inside the DeepSea entity
- spawn it at 0,0,0 then teleport it to -6000
Increase network grid area from 8192 ->
16384 so it covers from -8k to +8k
- increase cell count to 512 so network grids remain 32m
Deep sea is located from -8000 -> -4000 on the map
- add 4k area to xAxis of ValidBounds (-4000 -> 4000) into (-8000 -> 4000)
- add 4k area to xAxis of physics bounds (-5000 -> 5000) into (-9000 -> 5000)
Create deep sea manager entity
- spawn as an important entity
- create center of map so we don't have to worry about bounds
Create basic deep sea prefab that contains box colliders around the ocean
- entity will spawn the "deep sea" prefab
Figure out why blocks don't want to connect to their opposite side
Connect together faces when entity links update
Fix debug points for walls
Add debug points to faces so we can ddraw better visualizations for the faces
Fix backface check for 180 degree faces not working due to needing a bigger offset with the normal
Make logging "a little clearer"
Crappy visualization method of connected links so I can make a video of it working
Handle case of one face connecting to two other faces with the same angle by choosing the face that is closer
- bottom face of wall connecting to top + bottom faces of a wall via the side socket
- fixes so bottom <-> bottom and top <-> top since they are closer
Fix dot product of normals missing `Mathf.Abs()` causing it not to catch special case of 180 degrees
Temp fix for TextTable Pooling error NRE so I can use breakpoints
Commit bunch of stuff
- setup faces & edges when setting up entity links (edges are essentially groups of entity links)
- add 'printfaces' command to debug what faces are closest and what edges are considered connected
- after a "bit" of trial and error grab the old "CalculateAngle()" method from previous hackweek and rewrite it
- be greedy and recalculate all closest faces whenever links change (instead of being smart with caching, it's a hackweek)
- all that should be left is debugging why certain faces don't want to consider themselves connection candidates
update media_projects/hackweekaug2025_media
merge from main -> media_projects
Rename BlockFace -> BlockFaceDefinition so I can make runtime types with normal names
Define sockets for square floor
Define faces and edges for a normal wall
Proper MVP implementation of "full base heating"
- add ability to define faces & edges of each building block
- draw gizmos to visually confirm what you are defining
Fix servers in modded tab "randomly" not appearing in server browser
merge from fix_newmenu_inventory_threadsafe
Switch SteamInventoryRecipeIndex & UI_SteamInventoryCrafting to iterate over steam inventory items on the main thread (budgetted) instead of on background thread as it causes race condition
Add generic method to iterate over a list with a set budget
merge from fix_rest_static_fields_disabling -> main
Codegen ResetStaticFields
Disable applying "ResetStaticFields" unless domain reload is disabled
Move "IsSkipDomainReloadEnabled" to it's own class so it can be referenced by the codegen
merge from fix_hardcore_spawning_mlrs -> main
Fix SpawnIndividual respawning the MLRS after 5 minutes by removing the MLRS from the SpawnIndividuals list as well
merge from fix_hardcore_spawning_mlrs -> main
Fix MLRS spawning in hardcore mode
- code was only looking for MLRS inside safezones
- fix some entities being skipped over when deleting due to looping over entities while they are being removed / deleted
merge from fix_icon_generator_hide_during_render -> main
Update HideDuringRender of the camper van prefab as an example
Fix HideDuringRender not being copied from the source prefab to the rendered icon
- add matching of GameObjects based on name from the source -> target prefab
merge from fix_icon_generator_hide_during_render -> main