userJake_Richcancel

4,642 Commits over 1,310 Days - 0.15cph!

36 Days Ago
Fix print_prefabs having wrong order of columns (existing issue??)
36 Days Ago
Reapply the caching present before the optimization with a nullable bool & ensure ResetState() will reset the caching
39 Days Ago
Fix parented static occlusion optimization not working when coming back into network range - moved setting dynamic / static occlusion after the parent is set instead of before - ensures static occlusion grabs the correct position from parent
40 Days Ago
Clamp radiation maximum radius to +50% or +20m: whichever is smaller - reduces puzzle radiation size on large puzzle rooms - reduces how much radiation leaks out of military tunnels building blocked
40 Days Ago
Fix arctic research puzzle radiation spawning randomly across the map - was having it's worldPosition added twice: once via localPosition and once via BoxCollider.center - set the WorldPosition to zero so the BoxCollider.center can be the worldPosition
41 Days Ago
Disable dynamic occlusion pausing until further fixes because it seems to be enabling static occlusion long before parenting is finalized, causing it to think the static position is 0,0,0
41 Days Ago
merge from fix_has_respawn_options -> main
41 Days Ago
Plastic missed a file
41 Days Ago
Fix checking for sleeping bags instead of checking respawn options in PlayerInit() - was still spawning player on death screen on fresh wipe because it was checking for 0 sleeping bags which would return the mission locked outpost respawn point
42 Days Ago
Fix compile error
42 Days Ago
merge from fix_dynamic_occlusion_pooling -> main
42 Days Ago
Fix pooling issue with dynamic occlusion pausing - was assuming the entity wasn't parented by default, so dynamic = false by default - however wasn't resetting the bool in ResetState() causing pooling errors - even if it was, the old code was updating batching + occlusion every time the parent changed so we want to follow suit
42 Days Ago
Show CPU time vs total warmup time when logging time taken to warmup steam item definitions - only shown in editor - the numbers were correct, it's actually really slow to warmup steam items on main thread
42 Days Ago
merge from puzzle_reset_changes -> main
42 Days Ago
Fix radiation trigger not being multiplied by 2 (extents vs size)
42 Days Ago
merge from puzzle_reset_changes -> main
42 Days Ago
Fix SpawnGroup on NMS having higher population than "maxSpawnedPerTick" causing it to consider the puzzle looted S2P
42 Days Ago
S2P Launch site to apply previous "pauseUntilLooted" changes
42 Days Ago
Enable pauseUntilLooted in powerplant S2P
43 Days Ago
merge from puzzle_reset_changes -> main
43 Days Ago
Enable pauseUntilLooted on water treatment Disable radiation on the manually opened puzzle room S2P
43 Days Ago
Enable pauseUntilReset on trainyard S2P
43 Days Ago
Enable pauseUntilLooted on dome S2P
43 Days Ago
Enable pauseUntiLooted and ignoreAboveGround on sewer branch puzzle S2P
43 Days Ago
Enable pauseUntilLooted in sats S2P - shrink from 7m -> 5m
43 Days Ago
Enable pauseUntilLooted in radtown S2P
43 Days Ago
Add right click option to update spawn groups on a PuzzleReset by finding all within 0.25m in the scene
43 Days Ago
Enable pauseUntilReset on harbor 2 S2P - fix door barricade not spawning with puzzle, ensure it doesn't consider the puzzle started
43 Days Ago
Enable pauseUntilReset on harbor 1 S2P
43 Days Ago
Enable pauseUntilLooted on ferry terminal S2P
43 Days Ago
Add pauseUntilReset to airfield puzzle room S2P
43 Days Ago
merge from main -> puzzle_reset_changes
47 Days Ago
merge from puzzle_reset_changes -> main
47 Days Ago
Redo codegen becasue it was failing to merge
48 Days Ago
merge from main -> puzzle_reset_changes
48 Days Ago
Prevent barrels from starting the reset timer (so players can't shoot barrels to start reset time) S2P
48 Days Ago
merge from puzzle_reset_changes/arctic_research -> puzzle_reset_changes
48 Days Ago
Set all spawn groups to spawn their existing maximum amount per tick so it works correctly with the puzzle reset S2P
48 Days Ago
Add the rest of the SpawnGroups in arctic to the single puzzle reset - otherwise people could loot arctic for free because AI won't respawn until someone loots the blue keycard rooms
48 Days Ago
Ignore snowmobile spawn group since it doesn't track snowmobile count
48 Days Ago
Handle SpawnGroups automatically that don't have enough spawn positions to hit the maximum
48 Days Ago
Show what SpawnGroup has been looted in the ddraw
48 Days Ago
Add radiation to arctic research and pause until looted S2P
48 Days Ago
Delete the 2nd puzzle reset for scientist spawners only, attach everything to the main puzzle reset
48 Days Ago
Merge two PuzzleReset inside the garages into the main puzzle reset - move all the RespawnGroups & ResetEnts over - run "Process" so all SpawnGroup positions are changed - should cause both blue keycard garages to reset with the rest of the monument (except we aren't done yet!)
48 Days Ago
Another fix PuzzleReset not calculating if looted - poll if PuzzleReset is looted instead of caching as loot can spawn after the PuzzleReset checks it's reset causing it to cache the incorrect value - check if the amount spawned is less than maxPopulation instead of comparing total spawned vs deleted
48 Days Ago
Fix puzzle being considered as looted when unlooted instead of correctly checking if no spawn groups exist
48 Days Ago
Add ddraw to show if the puzzle has been looted or not when `drawpuzzleresets` is enabled
48 Days Ago
Add ConVar `pauseunlootedpuzzles` to toggle "pause puzzle timer until looted" functionality (default true)
48 Days Ago
Pause launch site puzzle until crates are looted S2P