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4,616 Commits over 1,280 Days - 0.15cph!

52 Days Ago
Fix colorOverride being overwritten by LogType
52 Days Ago
Fix chat messages not being logged to console due to stacktrace being null when PrintColoured() is called
53 Days Ago
merge from fix_non_harvestable_trees -> naval_update
54 Days Ago
Fix server tree entities being spawned on both the client attached to the deep sea islands and on the server - modify PrefabpreProcess to always remove child entities from client entities because they should always be realm removed whether the component is attached or not?
55 Days Ago
Add `batch_industrial_pipes` convar to toggle the behavior - still need to call `refresh_renderers` to refresh them after changing behavior
55 Days Ago
Add support to override the max verticies per mesh for individual RendererBatch instead of changing global convar - increase from 1k -> 5k specifically for industrial pipes to capture more than the short stubby pipes - rest of the batching system stays the same - change original solution from adding RendererBatch at runtime to adding the RendererBatch to the PipeRenderer prefab and set it disabled since we can't set the override to 5000 before OnEnabled() is called - this causes every single prefab to be reimported but is safer than cranking global convar
55 Days Ago
Add industiral pipes to the batching system to reduce draw calls significantly when rendering industiral pipes
55 Days Ago
Fix textures that are resized to the nearest NPOT by Unity on import being incorrectly flagged as "compression disabled" by the texture analyzer tool
55 Days Ago
Fix pool used for Vis.Entities() in AddNearbyTurrets() not returned to pool
55 Days Ago
merge from fix_console_flickering -> main
55 Days Ago
Fix all the flickering in the windows console and all the pre-existing bugs - boils down to avoiding clearing text (by writing spaces) before writing the new characters, to prefering straight overwrite where possible - changed both status text and input text to only be updated when needed - that change created a bunch more bugs (not listed here for our sanity) and made below bugs stand out more - fix multi-line log messages cutting off when reaching the bottom of the buffer - fixed the cursor bouncing around as you are typing commands
55 Days Ago
Add /copypaste/ and /demos/ to shared ignore.conf file
56 Days Ago
Try to fix windows server console flickering - only clear 1 line when there are pending lines to log or status text to update instead of clearing all 3 lines - only redraw status text when we recieve status update - switch from 20 fps -> 50 fps (via Task.Delay()) - remove input.Update() redrawing the input line every 0.5s
56 Days Ago
merge from copy_paste_boats -> naval_update
56 Days Ago
Add `copyboat` command - functions identical to 'copybuilding' but has a bit of special handling for boats - add "GetRootParentEntity()" to BaseEntity to get the highest level parent - fix "snap to terrain" paste setting causing bases (and boats) to snap to the bottom of the ocean instead of top of the water
56 Days Ago
merge from ghost_ship_parenting -> deep_sea
56 Days Ago
Add "ShouldChildrenInheritNetworkGroup()" to allow a parent to prevent any of it's children from inheriting network group - set to false so ghost ships don't network children to the whole deep sea
57 Days Ago
Add component to floating city prefab and deep sea island prefab
57 Days Ago
Switch from unparenting every entity spawned in the deep sea to using a EntityParentSettings component to ocnfigure detaching children after spawn & skipping running DisableInternalCollisions() - using separate component so we avoid reserializing every entity prefab for now
57 Days Ago
Add floating city to "Scenes/Monuments/" menu in editor
57 Days Ago
merge from disable_island_parenting -> deep_sea
57 Days Ago
Unparent all the child entiites on the deep sea islands so they only network when up close - simplier and easier than dealing with inheriting network groups
57 Days Ago
Change OutlineManager to only use "PhysicsDebris" as the Vis.Entities() layer instead of every single layer - fixes 0.5ms lag spike every 0.5s
58 Days Ago
Replace normal sprinkler visuals with "new" sprinkler_model in electric.sprinkler.deployed prefab
58 Days Ago
Add new sprinkler_model prefab that has two set of renderers: one for skinned meshes and one for normal renderers - reduce skinned LODs from 3-> 2 since the AnimatorLOD will turn off the renderers once they are past 25m (meaning it will switch to placeholder renderers) - reduce unskinned LODs from 4->3 since the 4th LOD was messed up (still hide after 100m)
58 Days 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
58 Days Ago
merge from modding_cui_merges -> main
58 Days Ago
Fix verticalNormalizedPosition not starting at 1 (top of screen)
58 Days Ago
- fix pivot missing from normal UI elements - fix rotation missing from ScrollRect
58 Days Ago
Make new empty methods for oxide to hook, original ones got deleted when fighting with codegen
58 Days Ago
merge from main -> modding_cui_merges
58 Days Ago
merge from optimize_windows_console -> main - fix colored text being logged on main thread instead of queued to console thread
58 Days Ago
merge from fix_puzzle_reset_analytics -> main
58 Days Ago
Fix puzzle analytics having "Submit()" commented out. whoops
58 Days 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)
58 Days Ago
merge from main -> test_effect_quality
58 Days Ago
Codegen
58 Days 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
59 Days Ago
Make username optional field since it's not included anymore
59 Days 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
2 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
2 Months Ago
protobuf codegen
2 Months Ago
Add `forceaddtoteam <steamid> <team?>` command to add online (or offline) players to team
2 Months 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
2 Months Ago
merge from fix_custom_item_icon_description -> main
2 Months Ago
Fix NRE when joining server with custom icon due to CommunityEntity not being networked yet
2 Months Ago
Fix custom item icon from modding not showing the custom icon in the item's description
2 Months Ago
merge from modding_custom_vitals -> main
2 Months Ago
Ensure all custom vitals are cleaned up when community UI is destroyed (aka left the server)
2 Months 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}