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5,505 Commits over 1,553 Days - 0.15cph!

1 Year 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)
1 Year Ago
update deep_sea/networking
1 Year Ago
merge from deep_sea/portals -> deep_sea
1 Year Ago
Add the `Vehicle Large` layer to the portal trigger so it works with tugboats for testing
1 Year Ago
update deep_sea/portals
1 Year Ago
merge from naval_update -> deep_sea
1 Year Ago
merge from main -> naval_update - stomped mannequin material changes on naval_update branch
1 Year Ago
Fix portal teleport logic and add debugging of portal teleport attempts to ensure it's trying the right locations
1 Year Ago
Try to find a free spawn location when entering the portal - keep trying spots alongside the portal until a free one is found
1 Year 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
1 Year Ago
merge from deep_sea/portals -> deep_sea
1 Year Ago
Rename IsInDeepSea(Vector3) -> IsInsideDeepSea(Vector3) to match the entity overload naming
1 Year Ago
Move portal teleport code into DeepSeaManager.Portals.cs
1 Year Ago
Fix OnEntityEnter being called on clientside entities from the serverside TriggerDeepSeaPortal
1 Year Ago
Get portals enter & exit at the "same position" instead of always spawning player in the center - switch to creating portals with different rotations instead of different sizes so we can easily adjust the enter & exit position for portals via localPosition - ensure entiites enter & exit portals at the same relative position (enter north side, exit north side) - adjust the position of the portal when entering and exiting
1 Year Ago
Dump players going back to main island offset from the main island portal instead of on spawn beach - keep failback to put onto spawn beach incase something happens to the portals
1 Year Ago
merge from deep_sea -> naval_update
1 Year Ago
merge from deep_sea/portals -> deep_sea
1 Year Ago
Place entrance & exit ports based on the loot direction of the map - entrance to deep sea should be on the T2 side of the map - exit out of deep sea is on the "opposide side" so you enter & exit into one continious ocean - example: leave left side of map, enter on right side of ocean
1 Year Ago
update deep_sea/portals
1 Year Ago
Include all the other prefabs updated when generating manifest
1 Year Ago
Update manifest
1 Year Ago
Fix compile errors
1 Year Ago
Update protobuf
1 Year Ago
Commit AK FBX that keeps being reserialized
1 Year Ago
merge from deep_sea/portals -> deep_sea
1 Year Ago
Codegen
1 Year Ago
merge from naval_update -> the correct `naval_update/deep_sea` branch
1 Year Ago
Codegen after merge
1 Year Ago
merge from naval_update -> deep_sea
1 Year Ago
merge from main -> naval_update
1 Year Ago
Bunch of work to get the portals working - entering the portal as a player or as a vehicle will instantly teleport the the opposite side - portals are spawned at runtime and sized to the size of the island - portals can be spawned at any of the 4 cardinal directions of the island - for testing leave the island from the north side and enter the deep sea on the south - will be spawned 200m from the edge of the deep sea (in the center of the ocean for testing) - teleport the player the frame after they enter since making the player sleep deletes the rigidbody immediately and unity doesn't like deleting physics objects inside the callback they enter the trigger (later this will be hidden by effects) - refactor the name of some code to make it nicer - portals will show as big green boxes to make testing easier, can be toggled with `deepsea_portals_visible` convar - fix PointEntity<T> not intializating the singleton instances as soon as possible
1 Year Ago
Change portal GUID since it somehow conflicts with the island prefab GUID
1 Year Ago
update deep_sea/portals
1 Year Ago
Commit .meta files for floating walkways too
1 Year Ago
Delete `private.0.meta` file that keeps popping up in plastic
1 Year Ago
Create deep sea portal entity - trigger size is networked so we have the option of doing the visual effects on client - entrances & exits are a single entity, change the enum to switch the behavior
1 Year Ago
Show name of prefab inside `FindPrefab` profiler scope - inside `LoadFromResources` and `PrefabPreProcess.Process` scopes so we can see what entities are specifically taking time to initialize when loading (in craggy)
1 Year Ago
Regenerate "ResetStaticFields" for DeepSeaManager
1 Year Ago
Allow binoculars to show distances >1000m (only for admins) so we can measure distances easier
1 Year Ago
Compile fix
1 Year Ago
merge from deep_sea/collider_debug -> deep_sea
1 Year Ago
Add `print_colliders_per_prefab` - will print out the breakdown of colliders for each type of entity - can optionally supply a numeric cell id to breakdown colliders per entity only inside that certain broadphase cell
1 Year Ago
Add `print_colliders` command to print the number of colliders inside each physx broadphase cell
1 Year Ago
merge from deep_sea/networking -> deep_sea
1 Year Ago
Make single method to get all passengers: mounted in seats or standing on the boat parented - ensures players standing on tugboat get shown a respawn screen
1 Year Ago
Teleport the tugboat if you are standing on one while running `enterdeepsea` (why did this work straight away??)
1 Year Ago
Make entering & exiting the deep sea work when you are inside a vehicle - target the teleport on the vehicle instead of the player - a bunch of debugging to get it doing the right order of switching groups without the vehicle being deleted on the client - dismount player before teleport, remount after (may have to revisit network groups and add proper support to get it working when standing parented on a tugboat instead of mounted in a seat)
1 Year Ago
merge from deep_sea/spawn_command -> deep_sea
1 Year Ago
Fix spawn command spawning boats at the bottom of the ocean - annoying in general but doesn't work when there is no ocean floor - include water raycast layer when above the water, otherwise spawn on the bottom of ocean when below water