userJake_Richcancel
reporust_rebootcancel

3,588 Commits over 1,007 Days - 0.15cph!

8 Months Ago
Add convars to all of profiling analytics - profiling_server to enable / disable feature (instead of relying on if upload url is provided) - profiling_{feature} for each part we measure
8 Months Ago
Fix unity hook not working by moving it from GameSetup -> Bootstrap
9 Months Ago
Include "reserved" in serverinfo to see how many reserved slots are active Add `print_reserved_slots` to see how much time each reserved slot has left
9 Months Ago
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9 Months Ago
Commit marking more components as [MapGeneration]
9 Months Ago
Add progress of how many monuments are left when running S2P on every single monument
9 Months Ago
Comments
9 Months Ago
Implement running PreProcess at runtime on each prefab in the scene
9 Months Ago
Add support for shared scenes that have client + server components in them - avoids adding complexity of running preprocess at build time to first release - handles editor only spawning a single monument - keep support for client only & server only scenes - default to only building shared scenes rather than individual client & server scenes - run preprocess at runtime for shared scenes instead of during build - internally refered to as "generic" scenes because "shared" is easy to mix up with "server"
9 Months Ago
Output both scenes when running Scene2Prefab/Update All as well as the prefab
9 Months Ago
Mark more components as [MapGeneration]
9 Months Ago
Implement spawning in a scene when a monument's prefab is spawned in the world - async loads the scene - supports multiple scenes with same name loading at once - unloads the scene when the monument's prefab is destroyed - keep track of both server & client version of the prefab
9 Months Ago
Tag more components as [MapGeneration] Allow MapGeneration to overwrite delete status (to delete MaterialSetup)
9 Months Ago
Automatically enable scene output mode if the scene represents a monument - only enable it when running Scene2Prefab/Update All
9 Months Ago
Add ScenePrefab before removing components from output prefab Fix compile errors
9 Months Ago
Do multiple delete passes to ensure [Required] components get deleted (as it's easier than tracking everything that is required & only done inside editor)
9 Months Ago
Mark TerrainAnchor and TerrainModified with [MapGeneration]
9 Months Ago
Cleanup for a bit more readability Start processing output prefab in scene mode - remove everything except for terrain generation components - add MapGeneration attribute to tag components we want to keep - add ScenePrefab spawner onto the output prefab once S2P is done
9 Months Ago
Add some context menu tools to calculate amount of components - "Stats/Transform Count" shows amount of transforms and components for each selected object in heirarchy - "Stats/Hierarchy" prints amount of gameobjects at each depth
9 Months Ago
Add ability for SceneToPrefab to output to a scene instead of a prefab - output prefab identical to normal S2P - after runs PreProcess on the output prefab's scene so it doesn't need to be ran during startup - create a seperate scene for the client vs server version of the "prefab" - can view all 3 versions of the monument / prefab at once (editor, server, client) - applies label 'PrefabScene' in output scene - way faster than normal S2P
9 Months Ago
Fix the pie menu not starting off at a diagonal after changes to hammer pie menu
9 Months Ago
Manually mark seeds & ladders as "don't show monument building blocked"
9 Months Ago
Keep showing monument building blocked outline for prefabs that can bypass building privledge (floors, ladders) - instead manually mark every prefab that shouldn't show an outline
9 Months Ago
Fix teammate building guide staying visible after the teammate has disconnected
9 Months Ago
Try catch serialization so 1 error doesn't stop the entire thing from working
9 Months Ago
Fix runtime profiling hooks not being called on the server (due to UpdateHandler only bein on client) - move hooks from UpdaetHandler -> UnityHookHandler - ensure hooks get created in bootstrap
9 Months Ago
Fix reserved slots not being added to list when created
9 Months Ago
Fixed convar defaulting to disabled instead of enabled
9 Months Ago
Also make sure the renderer is disabled on startup
9 Months Ago
Instead of leaving largest collider null, remove from the static list
9 Months Ago
Fix icelake showing a 1m red sphere in middle - caused by no buillding blocked for the "monument" so it defaults to 1m instead of being disabled
9 Months Ago
Show "Can't place on monument" when trying to place barricades onto concrete inside monument instead of `Failed Check: Sphere Test ( "assets/blah/blah/blah" )` - work with detailed error mode
9 Months Ago
Merge main -> fix_barricade_building_error
9 Months Ago
Fix invoke NRE caused when trying to fix a different InvokeHandler NRE
9 Months Ago
Fix barricades showing the long debug error of "Not In Terrain" to normal players - switch from admin check to convar`detailed_building_errors` to turn on debug building error messages
9 Months Ago
Fix console spam from mixing table loot panel
9 Months Ago
Prevent barricades, seeds & ladders from showing the building blocked outline around monuments
9 Months Ago
Fix ladders being placeable inside monuments
9 Months Ago
Fix NRE when teammate's building guide is near certain building blocked volumes
9 Months Ago
Implement lerping to smooth the 10hz update rate of teammates building guide - fix player guides being removed & recreated every update (due to client team comparison) - snap to last position whenever building prefab is changed - fix building guide not disappearing when going to sleep
9 Months Ago
Fix rocket consuming ammo before EyeHack is checked, causing rocket to be consumed even though nothing was fired
9 Months Ago
merge from qol_show_teammate_building_guide -> aux2
9 Months Ago
Merge from main -> aux2
9 Months Ago
merge from allow_barricades_monuments -> aux2
9 Months Ago
Attempt #3 to get the monument of a collider, keeping in mind that client builds split the monument into a flat hierarchy so we can't just look for the MonumentInfo in the parent - fast path is see if the `prevent_building` collider is already tagged - slow path is using a physics cast to search for `prevent_building` - caches to avoid falling back on the slow path every time
9 Months Ago
Pass null when checking IsInvoking() instead of getting a profiler key Fix NRE in profiling key creation if an entity is killed while an invoke is happening
9 Months Ago
Merge from main -> allow_barricade_monuments
9 Months Ago
Save convar to config
9 Months Ago
9 Months Ago
Slight optimization