userJake_Richcancel

4,787 Commits over 1,400 Days - 0.14cph!

7 Months Ago
Compile fix
7 Months Ago
merge from deep_sea/collider_debug -> deep_sea
7 Months 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
7 Months Ago
Add `print_colliders` command to print the number of colliders inside each physx broadphase cell
7 Months Ago
merge from deep_sea/networking -> deep_sea
7 Months 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
7 Months Ago
Teleport the tugboat if you are standing on one while running `enterdeepsea` (why did this work straight away??)
7 Months 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)
7 Months Ago
merge from deep_sea/spawn_command -> deep_sea
7 Months 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
7 Months Ago
move islands sub-branch as well
7 Months Ago
make deep_sea branch a sub-branch of the naval update
7 Months Ago
Temp fix for ValidBounds still ignoring everything outside of the terrain by adding a check for deep ocean bounds
7 Months 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")
7 Months Ago
Prevent players from accidently ent killing important entities (like the deep seas)
7 Months Ago
Move the deep sea entity to it's position before it's spawned instead of inside ServerInit()
7 Months 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
7 Months 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
7 Months 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)
7 Months Ago
Update manifest
7 Months 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
7 Months Ago
Uncommited stuff
7 Months Ago
Figure out why blocks don't want to connect to their opposite side
7 Months Ago
Connect together faces when entity links update
7 Months Ago
Fix debug points for walls
7 Months Ago
Add debug points to faces so we can ddraw better visualizations for the faces
7 Months Ago
Fix backface check for 180 degree faces not working due to needing a bigger offset with the normal
7 Months Ago
Make logging "a little clearer"
7 Months Ago
Crappy visualization method of connected links so I can make a video of it working
7 Months 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
7 Months Ago
Fix dot product of normals missing `Mathf.Abs()` causing it not to catch special case of 180 degrees
7 Months Ago
Temp fix for TextTable Pooling error NRE so I can use breakpoints
7 Months 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
7 Months Ago
Rename BlockFace -> BlockFaceDefinition so I can make runtime types with normal names
7 Months Ago
Define sockets for square floor
7 Months Ago
Define faces and edges for a normal wall
7 Months 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
7 Months Ago
Fix servers in modded tab "randomly" not appearing in server browser
7 Months Ago
Fix compile error
7 Months Ago
merge from fix_newmenu_inventory_threadsafe
7 Months 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
7 Months Ago
Add generic method to iterate over a list with a set budget
7 Months Ago
merge from fix_rest_static_fields_disabling -> main
7 Months Ago
Codegen ResetStaticFields
7 Months Ago
Disable applying "ResetStaticFields" unless domain reload is disabled
7 Months Ago
Move "IsSkipDomainReloadEnabled" to it's own class so it can be referenced by the codegen
7 Months Ago
merge from fix_hardcore_spawning_mlrs -> main
7 Months Ago
Fix SpawnIndividual respawning the MLRS after 5 minutes by removing the MLRS from the SpawnIndividuals list as well
7 Months Ago
merge from fix_hardcore_spawning_mlrs -> main
7 Months Ago
Fix MLRS spawning in hardcore mode - code was only looking for MLRS inside safezones - fix some entities being skipped over when deleting due to looping over entities while they are being removed / deleted