userJake_Richcancel
reporust_rebootcancel

3,588 Commits over 1,007 Days - 0.15cph!

1 Year Ago
Include VarInt at the beginning of each outbound client packet to improve accuracy of demos
1 Year Ago
Replace prediction inside ceiling light
1 Year Ago
Fix RPC that were passing null in the function name
1 Year Ago
Move the prediction check from all RPCs into `SignalBroadcast`
1 Year Ago
Regex + manual tweaks to remove sourceConnection from all RPC methods as it's only used in a single RPC but takes 8 bytes each packet
1 Year Ago
Enqueue packets for demo from network threads instead of main thread
1 Year Ago
Change header class from fields -> properties (for System.Text.Json)
1 Year Ago
Merge upload -> full_server_demos
1 Year Ago
Add convar to zip demos as we save them to disk (default true) Set Content-Type & Content-Encoding for demo & header as well as if the content is zipped or not
1 Year Ago
Delete demo chunks after they are uploaded to Azure
1 Year Ago
Implement code to upload demo to azure
1 Year Ago
Recompiled Facepunch.Nexus to target System.Runtime.CompilerServices.Unsafe 6.0.0 (was 4.0.4.0)
1 Year Ago
Add azure blob storage SDK manually from nuget
1 Year Ago
Expose variables for server demos as convar `full_server_demo` convar will only be applied on startup but can be changed at runtime to apply next restart
1 Year Ago
Moving from stash to branch* When `ServerDemo` convar is enabled on startup, the server will recordall network traffic on the server as one big demo file Packets sent to multiple players are only recorded once (store list of players sent to) Inbound & outbound data is stored in the order it was processed on the server The demo is written to disk on a separate thread to make performance impact minimal Demo is split into 1 minute chunks for testing (will be 5 minutes later) Each demo chunk is given a unique filename with the .sdem extension (represents .serverdemo) A json "header file" is written with each demo chunk wiht information on how the demo should be loaded (list of players, number of packets, time span, etc) Changed pooling of NetRead & NetWrite to use reference counting to account for another thread needing to finish processing before they are pooled
1 Year Ago
Heat spreads through walls to other rooms (slowly) from hot rooms
1 Year Ago
Change vitals to always show "too hot" or "too cold" so I can see what temperature the player is at
1 Year Ago
Assign temperature value to each room, active heat sources slowly increase the heat of the room
1 Year Ago
Try to do the shoelace formula manually
1 Year Ago
Using incorrect version of shoelace algorithm to correct volume of each room: it at least gives higher volume for larger rooms which will be good enough to show bigger rooms taking longer to heat up
1 Year Ago
Missed .cs file
1 Year Ago
Copy faces from normal walls & floors to low wall, half wall, wall + floor frames & doorsways Assign deployables to room(s) based on the floors they are on Command to hide everything inside walls so esp cheats don't work
1 Year Ago
Fixed triangle center position being incorrect Fix -180 degrees not being handled when discarding invalid faces Triangles & squares both work when splitting into rooms
1 Year Ago
Remove foundation faces that are on top of eachother (think of two foundations beside eachother, you don't see inner sides) Fix triangle foundation wall facing inwards instead of outwards
1 Year Ago
More debug visualization commands
1 Year Ago
Rooms now correctly connect Add bunch of debug commands
1 Year Ago
Rooms connect but closest face isn't working correctly
1 Year Ago
Add faces to square foundation and triangle floor
1 Year Ago
Ok seems to finally connect faces of walls & floors correctly
1 Year Ago
Getting closer
1 Year Ago
Trying to identify what faces can connect before sockets are connected doesn't quite work
1 Year Ago
Although it's incorrect, it's connecting the segments of the base & debug drawing information to show where it is going wrong Also renamed some "Shape" classes to "Face"
1 Year Ago
Missed some files
1 Year Ago
Split up classes & organize code
1 Year Ago
Messy mock up of how I want the system to split building blocks into faces & connect them
1 Year Ago
Fix NRE in SendUpdatedInventory
1 Year Ago
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1 Year Ago
Fix compile error of editor holster tool
1 Year Ago
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1 Year Ago
Prevent right clicking character model to rotate it while backpack is open
1 Year Ago
Add editor tool to save the current rotation of the holstered weapon to it's backpack offset (to the entity, you still have to coipy paste it to the prefab)
1 Year Ago
Rotate bows to face backwards when holstered on backpack
1 Year Ago
Rotate jackhammer holster to make air canister face backwards instead of sideways Rotate HMLMG holster so ammo container faces backwards instead of sideways
1 Year Ago
Fix salvaged melee tools not having backpack holster position set
1 Year Ago
Fix diving AK not assigned to left side of backpack
1 Year Ago
Tweak offset of smallbackpack (-0.01 Z) , bolt & hmlmg to reduce floating holstered weapons
1 Year Ago
Merge from main -> backpacks
1 Year Ago
Fix hover looting items into a full inventory with partial slots not putting the remainder into the open backpack AKA: 500 stone in main inventory (full), right click 1k stone, 500 -> main inventory, 500 -> open backpack
1 Year Ago
Merge from main -> backpacks
1 Year Ago
Prioritize the main inventory when hover looting items out of a container with a backpack open Once your inventory is full, then overflow to the backpack