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5,891 Commits over 1,584 Days - 0.15cph!

12 Months Ago
Add SkinnedPlaceholder component that will switch between skinned & normal mesh renderers depending on the animator being active - can check animator for bool parameter and check if it's in a known inactive state - poll every 5s (configurable) to see if the animator is inactive - send event when the animator is activated from EntityFlags_Animator
12 Months Ago
merge from modding_cui_merges -> main
12 Months Ago
Fix verticalNormalizedPosition not starting at 1 (top of screen)
12 Months Ago
- fix pivot missing from normal UI elements - fix rotation missing from ScrollRect
12 Months Ago
Make new empty methods for oxide to hook, original ones got deleted when fighting with codegen
12 Months Ago
merge from main -> modding_cui_merges
12 Months Ago
merge from optimize_windows_console -> main - fix colored text being logged on main thread instead of queued to console thread
12 Months Ago
merge from fix_puzzle_reset_analytics -> main
12 Months Ago
Fix puzzle analytics having "Submit()" commented out. whoops
12 Months Ago
Switch the default limitBias of the effect mipmap group from +1 -> +0 to rule out the mipmap from being stripped out at build time (even though the setting is disabled, who knows)
12 Months Ago
merge from main -> test_effect_quality
12 Months Ago
Codegen
12 Months Ago
Fix showing "Died to KillerName" with random death reason when joining a server at the start of a wipe - caused by lifestory being persisted from a previous wipe in the death database - include wipeId inside the LifeStory protobuf and invalidate the lifestory when loading if the wipe id doesn't match
12 Months Ago
Make username optional field since it's not included anymore
12 Months Ago
Optimize turret & TC to use HashSet<ulong> instead of List<PlayerNameID> - makes it faster for them to check auth - protobuf data still uses PlayerNameID but only saves steam id for backwards compatability
12 Months Ago
Optimize BasePlayer.FindById() since it's used throughout the codebase - add Dictionary<ulong,BasePlayer> for online & offline players - speed up string search methods by first seeing if the string is a steam id & calling FindById() methods first
1 Year Ago
protobuf codegen
1 Year Ago
Add `forceaddtoteam <steamid> <team?>` command to add online (or offline) players to team
1 Year Ago
Send steamId of teammate when sending player name (should only network to teammates / self) & lookup name with NameHelper if steam id is provided on client - allows steam nicknames to show instead of server names
1 Year Ago
merge from fix_custom_item_icon_description -> main
1 Year Ago
Fix NRE when joining server with custom icon due to CommunityEntity not being networked yet
1 Year Ago
Fix custom item icon from modding not showing the custom icon in the item's description
1 Year Ago
merge from modding_custom_vitals -> main
1 Year Ago
Ensure all custom vitals are cleaned up when community UI is destroyed (aka left the server)
1 Year Ago
Implemented a way for the client to countdown a time so server isn't sending network updates to update vitals every 1s - use {timeleft:***} in RightText to use TimeSpan.ToString() formatting - test_custom_vitals commands accepts more parameters: {amount} {seconds} {formatting}
1 Year Ago
Codegen
1 Year Ago
Fix the merge + existing implementation, add changes not included in cherrypick - move vitals logic inside CommunityEntity instead of creating a new entity specifically for vitals
1 Year Ago
Cherrypick hackweek custom_vitals branch
1 Year Ago
merge from fix_max_hp_tea -> main
1 Year Ago
Fix client showing 100 HP when using max hp tea
1 Year Ago
merge from analytics_puzzle_reset -> main
1 Year Ago
Use list of spawn groups as the "name" of the puzzle being reset - cache list of SpawnGroup instead of repeating the Vis.Components() each reset (since the monument + spawn groups will always be loaded before entities or the first reset could occur - don't log puzzles with zero spawn groups, since any important puzzle will respawn some type of loot
1 Year Ago
Ignore some of the dummy puzzle resets by ignoring ones that don't check for players & ones that have infinity timeBetweenResets
1 Year Ago
merge from analytics_puzzle_reset -> main
1 Year Ago
Add analytics when puzzles reset - how long it took before reset and how long players spent inside / blocking the puzzle - log puzzle reset settings and monument of the puzzle
1 Year Ago
merge from modding_cui_merges -> main
1 Year Ago
Add Vector4Ex.Parse(), switch from Color.Parse() -> Vector4Ex.Parse() - update Vector3Ex.Parse() to use TryParse() like Vector2Ex.Parse() (safe because the method is only used in one place in codebase surprisingly) - add some comments too
1 Year Ago
Fix compile error
1 Year Ago
Update from repo after merging 9 slice support
1 Year Ago
merge from main -> modding_cui_merges
1 Year Ago
merge from fix_arctic_puzzle_reset -> main
1 Year Ago
Fix compile error in new Translate.GetPhrase() server method
1 Year Ago
merge from main -> fix_arctic_puzzle_reset
1 Year Ago
Switch to new Translate.GetPhrase() when reassigning reset phrase
1 Year Ago
merge from main -> fix_arctic_puzzle_reset
1 Year Ago
Save extra properties added to puzle reset over the years to fix arctic research puzzles closing on players (and probably bugs with other puzzles too) - CheckSleepingAIZForPlayers - IgnoreAboveGroundPlayers - BroadcastResetMessage - ResetPhrase (token)
1 Year Ago
merge from analytics_texture_memory -> main
1 Year Ago
Expose texture memory usage in client analytics
1 Year Ago
merge from fix_entity_scale_occlusion -> main
1 Year Ago
Fix `ent scale` only accepting an int instead of accepting float