userJake_Richcancel

3,309 Commits over 945 Days - 0.15cph!

7 Months Ago
Comments
7 Months Ago
Implement running PreProcess at runtime on each prefab in the scene
7 Months Ago
Add support for shared scenes that have client + server components in them - avoids adding complexity of running preprocess at build time to first release - handles editor only spawning a single monument - keep support for client only & server only scenes - default to only building shared scenes rather than individual client & server scenes - run preprocess at runtime for shared scenes instead of during build - internally refered to as "generic" scenes because "shared" is easy to mix up with "server"
7 Months Ago
Output both scenes when running Scene2Prefab/Update All as well as the prefab
7 Months Ago
Mark more components as [MapGeneration]
7 Months Ago
Implement spawning in a scene when a monument's prefab is spawned in the world - async loads the scene - supports multiple scenes with same name loading at once - unloads the scene when the monument's prefab is destroyed - keep track of both server & client version of the prefab
7 Months Ago
Tag more components as [MapGeneration] Allow MapGeneration to overwrite delete status (to delete MaterialSetup)
7 Months Ago
Automatically enable scene output mode if the scene represents a monument - only enable it when running Scene2Prefab/Update All
7 Months Ago
Add ScenePrefab before removing components from output prefab Fix compile errors
7 Months Ago
Do multiple delete passes to ensure [Required] components get deleted (as it's easier than tracking everything that is required & only done inside editor)
7 Months Ago
Mark TerrainAnchor and TerrainModified with [MapGeneration]
7 Months Ago
Cleanup for a bit more readability Start processing output prefab in scene mode - remove everything except for terrain generation components - add MapGeneration attribute to tag components we want to keep - add ScenePrefab spawner onto the output prefab once S2P is done
7 Months Ago
Add some context menu tools to calculate amount of components - "Stats/Transform Count" shows amount of transforms and components for each selected object in heirarchy - "Stats/Hierarchy" prints amount of gameobjects at each depth
7 Months Ago
Add ability for SceneToPrefab to output to a scene instead of a prefab - output prefab identical to normal S2P - after runs PreProcess on the output prefab's scene so it doesn't need to be ran during startup - create a seperate scene for the client vs server version of the "prefab" - can view all 3 versions of the monument / prefab at once (editor, server, client) - applies label 'PrefabScene' in output scene - way faster than normal S2P
7 Months Ago
Fix the pie menu not starting off at a diagonal after changes to hammer pie menu
7 Months Ago
Manually mark seeds & ladders as "don't show monument building blocked"
7 Months Ago
Keep showing monument building blocked outline for prefabs that can bypass building privledge (floors, ladders) - instead manually mark every prefab that shouldn't show an outline
7 Months Ago
Fix teammate building guide staying visible after the teammate has disconnected
7 Months Ago
Try catch serialization so 1 error doesn't stop the entire thing from working
7 Months Ago
Fix runtime profiling hooks not being called on the server (due to UpdateHandler only bein on client) - move hooks from UpdaetHandler -> UnityHookHandler - ensure hooks get created in bootstrap
7 Months Ago
Fix reserved slots not being added to list when created
7 Months Ago
Fixed convar defaulting to disabled instead of enabled
7 Months Ago
Also make sure the renderer is disabled on startup
7 Months Ago
Instead of leaving largest collider null, remove from the static list
7 Months Ago
Fix icelake showing a 1m red sphere in middle - caused by no buillding blocked for the "monument" so it defaults to 1m instead of being disabled
7 Months Ago
Show "Can't place on monument" when trying to place barricades onto concrete inside monument instead of `Failed Check: Sphere Test ( "assets/blah/blah/blah" )` - work with detailed error mode
7 Months Ago
Merge main -> fix_barricade_building_error
7 Months Ago
Fix invoke NRE caused when trying to fix a different InvokeHandler NRE
7 Months Ago
Fix barricades showing the long debug error of "Not In Terrain" to normal players - switch from admin check to convar`detailed_building_errors` to turn on debug building error messages
7 Months Ago
Fix console spam from mixing table loot panel
7 Months Ago
Prevent barricades, seeds & ladders from showing the building blocked outline around monuments
7 Months Ago
Fix ladders being placeable inside monuments
7 Months Ago
Fix NRE when teammate's building guide is near certain building blocked volumes
7 Months Ago
Implement lerping to smooth the 10hz update rate of teammates building guide - fix player guides being removed & recreated every update (due to client team comparison) - snap to last position whenever building prefab is changed - fix building guide not disappearing when going to sleep
7 Months Ago
Fix rocket consuming ammo before EyeHack is checked, causing rocket to be consumed even though nothing was fired
7 Months Ago
merge from qol_show_teammate_building_guide -> aux2
7 Months Ago
Merge from main -> aux2
7 Months Ago
merge from allow_barricades_monuments -> aux2
7 Months Ago
Attempt #3 to get the monument of a collider, keeping in mind that client builds split the monument into a flat hierarchy so we can't just look for the MonumentInfo in the parent - fast path is see if the `prevent_building` collider is already tagged - slow path is using a physics cast to search for `prevent_building` - caches to avoid falling back on the slow path every time
7 Months Ago
Pass null when checking IsInvoking() instead of getting a profiler key Fix NRE in profiling key creation if an entity is killed while an invoke is happening
7 Months Ago
Merge from main -> allow_barricade_monuments
7 Months Ago
Save convar to config
7 Months Ago
7 Months Ago
Slight optimization
7 Months Ago
#SERVER compile fix
7 Months Ago
Add "Building Guide Preview" to options menu - Always - When Building (default) - Disabled
7 Months Ago
Also exclude serializing default value of required fields
7 Months Ago
Skip serialization of optional fields set to their default value
7 Months Ago
Split off code into static class BuildingGuideManager.cs instead of inside Planner (where there can be multiple) Start adding convar
7 Months Ago
Merge from main -> qol_show_teammate_building_guide