userJake_Richcancel
reporust_rebootcancel

4,581 Commits over 1,280 Days - 0.15cph!

48 Days Ago
merge from main -> test_effect_quality
48 Days Ago
Codegen
48 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
49 Days Ago
Make username optional field since it's not included anymore
49 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
50 Days 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
50 Days Ago
protobuf codegen
50 Days Ago
Add `forceaddtoteam <steamid> <team?>` command to add online (or offline) players to team
50 Days 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
50 Days Ago
merge from fix_custom_item_icon_description -> main
50 Days Ago
Fix NRE when joining server with custom icon due to CommunityEntity not being networked yet
50 Days Ago
Fix custom item icon from modding not showing the custom icon in the item's description
51 Days Ago
merge from modding_custom_vitals -> main
51 Days Ago
Ensure all custom vitals are cleaned up when community UI is destroyed (aka left the server)
51 Days 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}
51 Days Ago
Codegen
51 Days 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
51 Days Ago
Cherrypick hackweek custom_vitals branch
51 Days Ago
merge from fix_max_hp_tea -> main
51 Days Ago
Fix client showing 100 HP when using max hp tea
51 Days Ago
merge from analytics_puzzle_reset -> main
51 Days 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
51 Days Ago
Ignore some of the dummy puzzle resets by ignoring ones that don't check for players & ones that have infinity timeBetweenResets
51 Days Ago
merge from analytics_puzzle_reset -> main
52 Days 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
52 Days Ago
merge from modding_cui_merges -> main
52 Days 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
52 Days Ago
Fix compile error
52 Days Ago
Update from repo after merging 9 slice support
52 Days Ago
merge from main -> modding_cui_merges
52 Days Ago
merge from fix_arctic_puzzle_reset -> main
52 Days Ago
Fix compile error in new Translate.GetPhrase() server method
52 Days Ago
merge from main -> fix_arctic_puzzle_reset
52 Days Ago
Switch to new Translate.GetPhrase() when reassigning reset phrase
52 Days Ago
merge from main -> fix_arctic_puzzle_reset
52 Days 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)
52 Days Ago
merge from analytics_texture_memory -> main
52 Days Ago
Expose texture memory usage in client analytics
52 Days Ago
merge from fix_entity_scale_occlusion -> main
52 Days Ago
Fix `ent scale` only accepting an int instead of accepting float
52 Days Ago
Fix not working when far away, call "ResetCulling()" on all LOD components as well as calling it on the entity having it's scale changed - this should only be called on the client when the scale has changed so it won't reset culling on every single network update Fix entity not being able to reset to 1 scale since it was ignoring default scaling size - network scale every update if `networkEntityScale` is enabled
52 Days Ago
Fix entity scaling not updating the bounds & culling bounds of entities - recalculate both the bound and the culling bounds - reset the bounds inside ResetState() based on the original prefab so it doesn't cause pooling errors
53 Days Ago
Revert minimum mipmap level to 7
53 Days Ago
merge from fix_stability_cascading_updates -> main
53 Days Ago
Add optional logging incase it still occurs and we want to follow the logs to see what the source of the infinite stability updates is since it doesn't seem to repo when pasting the offending builds in the editor via copy paste - convar `log_stability_updates (default disabled)
53 Days Ago
Try to fix infinite stability updates happening rarely on servers by not sending a stability update if the distance to the ground has changed but the stability is the same
53 Days Ago
merge from clamp_mipmap_reduction -> main
53 Days Ago
Decreased minimum mipmap from 3 -> 4 (250MB -> 60MB reserved for lowest level mipmaps)
54 Days Ago
merge from clamp_mipmap_reduction -> main
54 Days Ago
Clamp max mipmap reduction from 7 -> 3 (1/8th resolution) to match the lowest texture quality we expose in settings and prevent all textures from turning blurry when we run over our texture streaming budget