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4,708 Commits over 1,341 Days - 0.15cph!

1 Year Ago
Fix old & new horses not working with `ItemManager.GetAllItems()` / enforce_era_restrictions command
1 Year Ago
merge from primitive -> primitive_gm
1 Year Ago
Yet another try catch that needs to throw it's exception instead of logging during GenerateManifest
1 Year Ago
Ensure errors are thrown inside DoPrepare() instead of being skipped over - only applies when `-throw_manifest_error` is set
1 Year Ago
Set initial stock of icepick, salvage axe & large backpack to the same value as their refill amounts
1 Year Ago
Add support for initial stock of a vending machine to be <10
1 Year Ago
Initial pass for primitive travelling vendor trades since 6/10 items were removed due to item restrictions (plan to do another pass later once seige equipment has final crafting costs) - wood - stone - metal frags - hqm - sewing kits - gears - large backpack (max 2) - salvaged axe (max 5) - salvage pickaxe (max 5)
1 Year Ago
Add support for alternative vending machine trades per era
1 Year Ago
Ensure AssetDatabase.SaveAssets() is called after manifest is generated - seemed to work fine on build server without this but didn't save manifest locally until manually using Ctrl + S
1 Year Ago
merge from primitive_gm -> primitive
1 Year Ago
Fix tech tree buttons returning the wrong tier of tech tree
1 Year Ago
Refactor into `TechTreeData.IsAllowedInEra( era )` to keep logic clear
1 Year Ago
When running "Populate T0" in tech tree editor tool, ensure that only items that are allowed in the era populate the tech tree
1 Year Ago
Ensure techtree filters out items that are not allowed in the era - items don't move into the correct location yet but at least you only see items you can craft in the current era Optimize opening tech tree to make it 4x faster - 500ms -> 130ms lag spike - 55MB allocation -> 13MB allocation - initially thought it was above changes causing it but was long standing issue
1 Year Ago
Add menu item for "Update Game Manifest (optimized)" to allow you to use the faster generate manifest optimization in the editor (instead of only on the build server)
1 Year Ago
merge from primitive -> primitive_gm
1 Year Ago
merge from primitive_gm -> primitive
1 Year Ago
Don't show train tunnel markers inside monuments on the map when underground tunnels is disabled (since they are blocked off with debris)
1 Year Ago
Change reward of shark hunt mission (since it gives out jackhammer but those are loot only now) - 1 icepick + 3 med syringe instead
1 Year Ago
Change reward of "free crates" diving mission in primitive era - used to be pump shotgun, but that's restricted now - instead give 1 combat knife, 1 small backpack, 1 compound bow + 32 arrows
1 Year Ago
Add support for missions to return different rewards in each era
1 Year Ago
merge from main -> primitive_gm
1 Year Ago
merge from primitive -> primitive_gm
1 Year Ago
Add `delete_populations <name> <name2>` command to delete all entities inside a spawn population Add `delete_all_populations` to delete all entities inside every spawn population
1 Year Ago
merge from primitive_gm -> primitive
1 Year Ago
Fix NRE on server startup by removing the balancing of spawn population weights - trust that the convars will be set early enough in startup - worst case the weights will even themselves out as players consume resources
1 Year Ago
merge from primitive -> primitive_gm
1 Year Ago
Fix compile errors
1 Year Ago
merge from optimize_prepare_prefabs -> primitive
1 Year Ago
merge from primitive_gm -> primitive
1 Year Ago
Fix horse comfort not working with new ridable horses
1 Year Ago
Codegen
1 Year Ago
Fix items showing red (restricted) in F1 menu if they were blocked for crafting/vending but allowed in loot
1 Year Ago
Make the optimization for prepare prefabs a command line option as well so it can be toggled if it has issues (`-batch_manifest_imports`)
1 Year Ago
Add opt-in command line option `throw_manifest_error` to throw an error on manifest exception instead of continuing and using the manifest in the repo - will switch to opt-out once the manifest errors are fixed
1 Year Ago
Rename StopTransaction() -> EndTransaction()
1 Year Ago
Reimplement PreparePrefabs build optimization - wrap game manifest in StartAssetEditing() so it doesn't import prefabs between each step of the manifest - cache the labels applied while StartAssetEditing() is called so that it correctly applies multiple tags
1 Year Ago
Delete menu button that tested callback of amplify import lag spike
1 Year Ago
Remove debug spam from previous amplify import fix
1 Year Ago
merge from primitive -> primitive_gm
1 Year Ago
Apply gamemode convars on server startup instead of when the entity is spawned - ensures convars are applied when the rest of server config is loaded
1 Year Ago
Spent a bunch of time trying to ensure that the spawn handler would rebalance the nodes when the server's era is changed and there should be lower % of sulfur nodes
1 Year Ago
Allow spawn.report command to pass true/false for detailed (to print off number of each prefab it spawns) and also pass a string filter (so you can return only ore populations)
1 Year Ago
Fix high tier loot spawning in loot containers as the server starts up - refresh all loot on the server when the era is changed
1 Year Ago
Spawn 50% of the sulfur nodes in primitive era
1 Year Ago
Add support for float weights for spawn populations Add support to give prefabs different weights based on the era of the server
1 Year Ago
Add `enforce_era_restrictions` command to delete all restricted items that sneak past the existing restrictions
1 Year Ago
Add `simulate_loot` command to test what loot will come out of a loot container - picks the closest loot container - default runs 100 times, can increase to 10k times
1 Year Ago
merge from primitive_gm -> primitive
1 Year Ago
Ensure on the server that items can't be crafted in the wrong era