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4,190 Commits over 1,219 Days - 0.14cph!

27 Days 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)
27 Days Ago
Regenerate "ResetStaticFields" for DeepSeaManager
27 Days Ago
Allow binoculars to show distances >1000m (only for admins) so we can measure distances easier
28 Days Ago
Compile fix
28 Days Ago
merge from deep_sea/collider_debug -> deep_sea
28 Days 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
28 Days Ago
Add `print_colliders` command to print the number of colliders inside each physx broadphase cell
29 Days Ago
merge from deep_sea/networking -> deep_sea
29 Days 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
29 Days Ago
Teleport the tugboat if you are standing on one while running `enterdeepsea` (why did this work straight away??)
29 Days 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)
29 Days Ago
merge from deep_sea/spawn_command -> deep_sea
29 Days 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
29 Days Ago
move islands sub-branch as well
29 Days Ago
make deep_sea branch a sub-branch of the naval update
30 Days Ago
Temp fix for ValidBounds still ignoring everything outside of the terrain by adding a check for deep ocean bounds
30 Days Ago
- fix colliders not being spawned at correct positions - fix entity bounds not matching up with the intented bounds - correct ValidBounds size Add admin commands for testing - enterdeepsea - leavedeepsea - createdeepsea (respawns the deep sea entity, not "gracefully recreate it")
30 Days Ago
Prevent players from accidently ent killing important entities (like the deep seas)
30 Days Ago
Move the deep sea entity to it's position before it's spawned instead of inside ServerInit()
30 Days Ago
Get rid of the extra prefab for the "deep sea", instead put everything inside the DeepSea entity - spawn it at 0,0,0 then teleport it to -6000
30 Days Ago
Increase network grid area from 8192 -> 16384 so it covers from -8k to +8k - increase cell count to 512 so network grids remain 32m
30 Days Ago
Deep sea is located from -8000 -> -4000 on the map - add 4k area to xAxis of ValidBounds (-4000 -> 4000) into (-8000 -> 4000) - add 4k area to xAxis of physics bounds (-5000 -> 5000) into (-9000 -> 5000)
30 Days Ago
Update manifest
30 Days Ago
Create deep sea manager entity - spawn as an important entity - create center of map so we don't have to worry about bounds Create basic deep sea prefab that contains box colliders around the ocean - entity will spawn the "deep sea" prefab
32 Days Ago
Uncommited stuff
35 Days Ago
Figure out why blocks don't want to connect to their opposite side
35 Days Ago
Connect together faces when entity links update
35 Days Ago
Fix debug points for walls
36 Days Ago
Add debug points to faces so we can ddraw better visualizations for the faces
36 Days Ago
Fix backface check for 180 degree faces not working due to needing a bigger offset with the normal
36 Days Ago
Make logging "a little clearer"
36 Days Ago
Crappy visualization method of connected links so I can make a video of it working
36 Days Ago
Handle case of one face connecting to two other faces with the same angle by choosing the face that is closer - bottom face of wall connecting to top + bottom faces of a wall via the side socket - fixes so bottom <-> bottom and top <-> top since they are closer
36 Days Ago
Fix dot product of normals missing `Mathf.Abs()` causing it not to catch special case of 180 degrees
36 Days Ago
Temp fix for TextTable Pooling error NRE so I can use breakpoints
36 Days Ago
Commit bunch of stuff - setup faces & edges when setting up entity links (edges are essentially groups of entity links) - add 'printfaces' command to debug what faces are closest and what edges are considered connected - after a "bit" of trial and error grab the old "CalculateAngle()" method from previous hackweek and rewrite it - be greedy and recalculate all closest faces whenever links change (instead of being smart with caching, it's a hackweek) - all that should be left is debugging why certain faces don't want to consider themselves connection candidates
38 Days Ago
Rename BlockFace -> BlockFaceDefinition so I can make runtime types with normal names
38 Days Ago
Define sockets for square floor
38 Days Ago
Define faces and edges for a normal wall
38 Days Ago
Proper MVP implementation of "full base heating" - add ability to define faces & edges of each building block - draw gizmos to visually confirm what you are defining
39 Days Ago
Fix servers in modded tab "randomly" not appearing in server browser
44 Days Ago
Fix compile error
44 Days Ago
merge from fix_newmenu_inventory_threadsafe
44 Days Ago
Switch SteamInventoryRecipeIndex & UI_SteamInventoryCrafting to iterate over steam inventory items on the main thread (budgetted) instead of on background thread as it causes race condition
44 Days Ago
Add generic method to iterate over a list with a set budget
44 Days Ago
merge from fix_rest_static_fields_disabling -> main
44 Days Ago
Codegen ResetStaticFields
44 Days Ago
Disable applying "ResetStaticFields" unless domain reload is disabled
44 Days Ago
Move "IsSkipDomainReloadEnabled" to it's own class so it can be referenced by the codegen
48 Days Ago
merge from fix_hardcore_spawning_mlrs -> main