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5,412 Commits over 1,553 Days - 0.15cph!

9 Months Ago
Water treatment box puzzle reset example
9 Months Ago
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
9 Months Ago
Nevermind: you can use OnDrawGizmos() in PuzzleReset which is always called and filter there
9 Months Ago
Add DrawGizmosSelectedProxy so you can see the PuzzleReset gizmo while dragging around the playerDetectionOrigin Transform
9 Months Ago
Fix not attaching the radiation trigger to the playerDetectionOrigin
9 Months Ago
Fix compile error
9 Months Ago
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
9 Months Ago
Rename variables
9 Months Ago
Make puzle reset radiation bypass armor similar to how oil rig radiation works
9 Months Ago
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
9 Months Ago
merge from qol_perf_formatting -> main
9 Months Ago
- 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
9 Months Ago
merge from qol_dump_improvements -> main
9 Months Ago
merge from main -> qol_dump_improvements
9 Months Ago
merge from qol_backpack_gather -> main
9 Months Ago
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
9 Months Ago
Try to fix it not including the backpack items in total item count pickup notice, but it's being weird in editor
9 Months Ago
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
9 Months Ago
merge from fix_portal_clamping -> naval_update
9 Months Ago
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
9 Months Ago
merge from optimize_reduce_dynamic_occlusion -> main
9 Months Ago
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
10 Months Ago
merge from industrial_pipe_batching -> main
10 Months Ago
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
10 Months Ago
merge from main -> industrial_pipe_batching
10 Months Ago
merge from optimize_reduce_dynamic_occlusion -> main
10 Months Ago
Compile fixes
10 Months Ago
Mark ladder as static when parented to building block
10 Months Ago
Mark TC as static
10 Months Ago
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)
10 Months Ago
merge from main -> optimize_reduce_dynamic_occlusion
10 Months Ago
merge from extra_tutorial_safety -> naval_update
10 Months Ago
Extra check to make sure tutorial islands bounds can't spawn inside the deep sea bounds
10 Months Ago
Switch index -> i
10 Months Ago
merge from fix_impostors_not_deleting -> naval_update
10 Months Ago
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
10 Months Ago
Set trees on client to global network = false, doesn't change behavior but reduces confusion when debugging
10 Months Ago
Fix broken reference to `ServerOnly` GameObject in RealmedRemove on Tropical1 (was correct on other islands) S2P
10 Months Ago
Add floating city 3 & 4 to monument menu and tropical island 1 - 4
10 Months Ago
merge from fix_deep_sea_wipe -> naval_update
10 Months Ago
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
10 Months Ago
Fix fully global networked entities not getting killed when the deep sea wipes
10 Months Ago
merge from fix_boat_paste -> naval_update
10 Months Ago
Add error log indicating what entity failed to paste when exception was thrown
10 Months Ago
Fix NRE when loading a steering wheel without SteeringWheel protobuf - fixes pasting boats in completely broken physics state - old boat pastes still may not work
10 Months Ago
Increase deep sea terrain distance from 600m -> 750m
10 Months Ago
merge from deep_sea_repel -> naval_update
10 Months Ago
Fix NRE when checking if vehicle is near portal and needs repel force but portal / deep sea entity hasn't been spawned yet
10 Months Ago
Add collider to the back of the deep sea portals so it's not possible to get fully through the trigger but not teleported
10 Months Ago
Add repel force for vehicles that aren't allowed to teleport before they reach the entrance & exit portal - split old repel code into separate method - check both portal distance and normal ValidBounds distance on the main island - only check portal distance in deep sea