userJake_Richcancel
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5,249 Commits over 1,492 Days - 0.15cph!

10 Months Ago
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)
10 Months Ago
Update manifest
10 Months Ago
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
10 Months Ago
Uncommited stuff
11 Months Ago
Figure out why blocks don't want to connect to their opposite side
11 Months Ago
Connect together faces when entity links update
11 Months Ago
Fix debug points for walls
11 Months Ago
Add debug points to faces so we can ddraw better visualizations for the faces
11 Months Ago
Fix backface check for 180 degree faces not working due to needing a bigger offset with the normal
11 Months Ago
Make logging "a little clearer"
11 Months Ago
Crappy visualization method of connected links so I can make a video of it working
11 Months Ago
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
11 Months Ago
Fix dot product of normals missing `Mathf.Abs()` causing it not to catch special case of 180 degrees
11 Months Ago
Temp fix for TextTable Pooling error NRE so I can use breakpoints
11 Months Ago
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
11 Months Ago
Rename BlockFace -> BlockFaceDefinition so I can make runtime types with normal names
11 Months Ago
Define sockets for square floor
11 Months Ago
Define faces and edges for a normal wall
11 Months Ago
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
11 Months Ago
Fix servers in modded tab "randomly" not appearing in server browser
11 Months Ago
Fix compile error
11 Months Ago
merge from fix_newmenu_inventory_threadsafe
11 Months Ago
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
11 Months Ago
Add generic method to iterate over a list with a set budget
11 Months Ago
merge from fix_rest_static_fields_disabling -> main
11 Months Ago
Codegen ResetStaticFields
11 Months Ago
Disable applying "ResetStaticFields" unless domain reload is disabled
11 Months Ago
Move "IsSkipDomainReloadEnabled" to it's own class so it can be referenced by the codegen
11 Months Ago
merge from fix_hardcore_spawning_mlrs -> main
11 Months Ago
Fix SpawnIndividual respawning the MLRS after 5 minutes by removing the MLRS from the SpawnIndividuals list as well
11 Months Ago
merge from fix_hardcore_spawning_mlrs -> main
11 Months Ago
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
11 Months Ago
merge from fix_icon_generator_hide_during_render -> main
11 Months Ago
Update HideDuringRender of the camper van prefab as an example
11 Months Ago
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
11 Months Ago
merge from fix_icon_generator_hide_during_render -> main
11 Months Ago
Fixed DeferredDecalRenderer not unsubscribing to `EditorApplication.update` hook when destroyed - caused performance issues in the icon renderer scene when the camera is recreated each frame to render the icon
11 Months Ago
Fix lighting settings for camper icon while testing
11 Months Ago
Create custom inspector to remove "Hide During Render" field from icon renderer inspector - removed since the settings won't be copied to the source prefab
11 Months Ago
merge from main -> io_snapping
11 Months Ago
Iniital IO snapping progress
12 Months Ago
Fix compile error from monument scene being deleted
12 Months Ago
merge from deprecate_old_monument_scenes -> main
12 Months Ago
merge from main -> deprecate_old_monument_scenes
12 Months Ago
Remove scenes and remapped spawners created by the SceneToScene system
12 Months Ago
Remove code inside PrefabPreProcess
12 Months Ago
Remove old dedicated "load monuments as scenes" system since new trimmed_asset_warmup ships every single prefab inside a scene (including monuments) - SceneToPrefab goes back to only a single "Run" button Remove code generation for loading monuments via menu `Scenes/Monuments` as it piggybacked of monument scene asset tags - rename the generated file - prefer to manually update the menu as new monuments are added
12 Months Ago
Ensure MemoryStream used to store bytes in EventRecord is returned to pool
12 Months Ago
Add support for adding byte[] fields to analytics events - serialized as Base64 string
12 Months Ago
merge from iconrenderer_improvements_batch -> main