userJake_Richcancel
reporust_rebootcancel

5,387 Commits over 1,522 Days - 0.15cph!

10 Months Ago
Include user language inside GiveUserInformation packet - allows modded servers to adjust loading messages right away - shouldn't require a network++
10 Months Ago
merge from editor_selected_texture_memory -> main
10 Months Ago
Add texture estimation tool when selecting assets in editor - right click textures, select `Sum Texture Memory Usage`, it prints out the memory usage of textures
10 Months Ago
merge from fix_streaming_misc_textures -> main
10 Months Ago
Bank vault (30MB)
10 Months Ago
Store mannequin (100MB)
10 Months Ago
merge from fix_texture_analyzer_npot -> main
10 Months Ago
`Find Uncompressed Textures` tool will now flag textures that have texture compression "enabled" except it's disabled due to the texture not being a power of 2 - will flag with big yellow prefix text in console that the texture is uncompressed due to not being a power of 2 + having mipmaps enabled - will include in the sum of texture memory being used by uncompressed textures
10 Months Ago
M15 pistol (50MB)
10 Months Ago
Delete old mannequin folder - clone of the store mannequin folder under `TwitchDrops/` but unreferenced everywhere
10 Months Ago
Piper nigrum vines (27MB)
10 Months Ago
Decor DLC wallpaper (42MB)
10 Months Ago
Pilot ejector seat occlusion and normals (12MB)
10 Months Ago
Pilot hazmat (120MB, though unsure how many textures were used in end product)
10 Months Ago
Coconut gloves (20MB)
10 Months Ago
Coconut torso armor (25MB)
10 Months Ago
Enable streaming on mannequin textures (16MB)
10 Months Ago
merge from fix_streaming_wallpaper -> main
10 Months Ago
Enable texture streaming on wallpaper floors
10 Months Ago
merge from naval_update -> deep_sea
10 Months Ago
merge from main -> naval_update
10 Months Ago
merge from lop_entity_spawn_time -> main
10 Months Ago
Add `logentityspawntime` admin convar to print out spawn times on client - use `logentityspawntime_min` to control the minimum spawn times that are logged
10 Months Ago
merge from fix_tags_levelurl -> main
10 Months Ago
Include level url in server tags
10 Months Ago
merge from modding_can_throw -> main
10 Months Ago
Allow melee weapons to network if they can be thrown - fields `canThrowAsProjectile` and `onlyThrowAsProjectile` Add `setthrowable` command to test that it works 0 = not throwable 1 = throwable 2 = only throwable
10 Months Ago
merge from fix_sam_site_reload -> main
10 Months Ago
Fix sam sites not reloading after a period of inactivity - fixes SAM sites shooting <6 rockets before pausing to reload when an MLRS strike happens (or air vehicle but that's not as much of an issue) - will automatically reload after 45s of no target (convar `autoreloaddelay`) - rename Reload() -> LoadAmmo() because the reload code wasn't actually loading ammo
10 Months Ago
merge from modding_drone_tax -> main
10 Months Ago
Add `ent dronetax {Amount or Item Name}` to manually change drone tax for testing
10 Months Ago
merge from modding_drone_tax -> main
10 Months Ago
Reapply proto changes Only send delivery fee in network data, don't save to disk
10 Months Ago
Cherrypick CS 113029
10 Months Ago
merge from modding_max_hp -> main
10 Months Ago
- fix ent commands sometimes showing "no command found" - modified setmaxhealth command to work with new maxHealthOverride - clamp maxHP after overriding it - fix compile errors
10 Months Ago
merge from main -> modding_max_hp
10 Months Ago
Add `maxHealthOverride` to BaseCombatEntity so any entity can have their max HP overridden - setting it to anything >0 will cause MaxHP to be overridden on both server & client - check for maxHealthOverride in every MaxHealth() override - works for all entities (except nodes because they don't show their HP to client) Add `ent maxhp` command to allow setting max HP to a non-default value
10 Months Ago
Missed commiting .proto file for `fix_turret_interference_order` branch (filtered to .cs files)
10 Months Ago
merge from fix_turret_interference_order -> main
10 Months Ago
Comment
10 Months Ago
Serialize list of interfering turrets during save so we can restore the same state after restart
10 Months 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
11 Months Ago
Fix compile errors
11 Months Ago
merge from climate -> deep_sea
11 Months Ago
Add animation curve to control how fast the bad weather lerps when the end wipe event starts
11 Months Ago
Override WeatherState with DeepSeaWeatherState on the client when you are inside the deepsea
11 Months Ago
Re-apply part of merge manually
11 Months Ago
Codegen
11 Months Ago
merge from deep_sea -> deep_sea/climate