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5,395 Commits over 1,522 Days - 0.15cph!

11 Months Ago
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11 Months Ago
Serialize list of interfering turrets during save so we can restore the same state after restart
11 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
11 Months Ago
Attempt #2 - store two specific weather states inside the single climate prefab (deep sea calm, deep sea wipe) - lerp between the two deep sea weather states based on the lerp float inside the DeepSeaManager entity (and network it) - add separate ClimateParameters for the deep sea (duplicate of Temperate for now) - read the DeepSeaWeatherState for temperature and rain (don't need to override snow since it can't snow outside the arctic)
11 Months Ago
manually override raid, snow and temperature manually when players are inside the deep sea
11 Months Ago
Add separate set of sliders for chance of each weather preset inside the deep sea - only clear weather allowed: no fog, rain or storms (since that indicates the deep sea is wiping soon) - only modify the visual weather effects on the client, don't mess with the ocean simulation yet
11 Months Ago
merge from naval_update -> deep_sea
11 Months Ago
merge from fix_admin_logging -> main
11 Months Ago
Print off `[Config File]` in the admin logs instead of `[Unknown]` when commands are read from a config file
11 Months Ago
Enable admin logging a bit later in the function so it doesn't capture `readcfg` running a bunch of commands
11 Months Ago
Update manifest (prefab files)
11 Months Ago
Update manifest
11 Months Ago
merge fix_copypaste_clear_turrets -> main
11 Months Ago
Fix turrets getting cleared when a base is copied using copypaste :( - fix pooling error that didn't copy users when saving turrets - remove old code that handled this by setting the list of users to null before returning data to the pool
11 Months Ago
merge from fix_admin_logging -> main
11 Months Ago
Fix log being restarted each time the server restarts instead of appending
11 Months Ago
Fix logging all commands by normal users - need to check both ServerUser and !ServerAdmin
11 Months Ago
Prevent startup commands from being captured before we read command line to determine if we want to disable the logging
11 Months Ago
- fix unrestricted commands being logged as clientside - fix RCON using wrong empty field to identify rcon connections
11 Months Ago
merge from log_disable_logs -> main
11 Months Ago
Log to console indicating when logging is disabled & enabled
11 Months Ago
Codegen + fix compile error
11 Months Ago
Cherrypick CS 129086 & CS 129089, physx debug commands
11 Months Ago
Compile fixes
11 Months Ago
merge from admin_logging -> main
11 Months Ago
Log commands ran by admins to a log file - rotate daily log files - log any command ran by admins (including useless commands like "swapseats") so it works with modded servers as well where permissions can be all over the place - mark how each command was ran (server console, rcon, player) as well as some information about the user who ran it - enabled by default, can be disabled with startup parameter `-disableconsolelog`
11 Months Ago
Codegen
11 Months Ago
Switch the following behavior from gamemode fields -> convars - mapenabled - hideplayeronmap - hideplayermapdirection - fogofwar - fogofwarrevealsize - compassenabled
11 Months Ago
merge from main -> naval_update
11 Months Ago
merge from naval_update -> deep_sea
11 Months Ago
merge from deep_sea/networking -> deep_sea
11 Months Ago
Switch the deep sea island test prefab to only network to deep sea
11 Months Ago
Keep the `globalBroadcast` bool the same instead of switching to a "SpecialNetworkGroup" bool, instead make the enum "GlobalNetworkBehavior" - switch between 3 network groups (global, main island, deep sea) based on the enum - add the correct network group to subscriptions based on the bounds of the network group you are part of - re-add tooltip to `globalBroadcast` we removed
11 Months Ago
Add multiple global network groups - entire server - main island only - deep sea only Set global network group ids as constants Create enum to represent different types of global network groups Add enum to BaseEnitty (but keep globalBroadcast bool)
11 Months Ago
update deep_sea/networking
11 Months Ago
merge from deep_sea/portals -> deep_sea
11 Months Ago
Add the `Vehicle Large` layer to the portal trigger so it works with tugboats for testing
11 Months Ago
update deep_sea/portals
11 Months Ago
merge from naval_update -> deep_sea
11 Months Ago
merge from main -> naval_update - stomped mannequin material changes on naval_update branch
11 Months Ago
Fix portal teleport logic and add debugging of portal teleport attempts to ensure it's trying the right locations
11 Months Ago
Try to find a free spawn location when entering the portal - keep trying spots alongside the portal until a free one is found
11 Months Ago
Fix map not working when deep sea islands are spawned because the tutorial island map marker covers the entire map with a layer of water