userJake_Richcancel

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

60 Days Ago
- switch performance text to show fps + ping at level 2 & show ping below like before at level 3 - add GPU time to level 6 - rename TicksToNS because it should have been named the inverse - hardcode to 100 since we only use it for TimeSpan ticks, not Stopwatch ticks
60 Days Ago
merge from qol_dump_improvements -> main
60 Days Ago
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60 Days Ago
merge from main -> qol_dump_improvements
2 Months Ago
merge from qol_backpack_gather -> main
2 Months Ago
Fully fix give notices not taking backpack items into account - was scheduling a second update 0.1s after that didn't use the backpack code in previous commit
2 Months Ago
Try to fix it not including the backpack items in total item count pickup notice, but it's being weird in editor
2 Months Ago
Items collected when "gathering" will go to backpack automatically when main inventory is full - trees, nodes, corpses - collectables (hemp, stone on ground) - growable plants - doesn't apply when looting, only when gathering items from world
2 Months Ago
merge from fix_portal_clamping -> naval_update
2 Months Ago
Clamp position to the output portal when teleporting to and from the deep sea - primarily fixes running enterdeepsea causing you to teleported to middle of deep sea because it didn't clamp the distance from portal
2 Months Ago
merge from optimize_reduce_dynamic_occlusion -> main
2 Months Ago
Remove the IsEntityDynamic() override in CookingWorkbenchBBQ because that is not the normal BBQ :( - don't worry about normal bbq anyways, it was already static and seemed to work fine with occlusion
2 Months Ago
merge from industrial_pipe_batching -> main
2 Months Ago
Disable cpu batching on industrial pipes since the pipes randomly had incorrect rotations and there is a non-neglibable VRAM cost to keeping a duplicate of every industrial pipe mesh, can explore later
2 Months Ago
merge from main -> industrial_pipe_batching
2 Months Ago
merge from optimize_reduce_dynamic_occlusion -> main
2 Months Ago
Compile fixes
2 Months Ago
Mark ladder as static when parented to building block
2 Months Ago
Mark TC as static
2 Months Ago
Set additional entities as static so industrial adapters & codelocks parented are also considered static - furnaces / ovens (exclude BBQ because they open & close) - fridge - lockers - codelocks themselves (was accounting for doors but not the codelocks individually)
2 Months Ago
merge from main -> optimize_reduce_dynamic_occlusion
2 Months Ago
merge from extra_tutorial_safety -> naval_update
2 Months Ago
Extra check to make sure tutorial islands bounds can't spawn inside the deep sea bounds
2 Months Ago
Switch index -> i
2 Months Ago
merge from fix_impostors_not_deleting -> naval_update
2 Months Ago
Fix trees impostors in the deep sea getting stuck showing after resetting the deep sea and reconnecting - switch TreeManager from using local position when registering trees to using world position - fixes trees spawned parented to the island (before they are unparented) from being spawned in one tree grid but deleted from a different one - add ServerWorldPosition to keep existing behavior until we figure out if we are renaming ServerPosition
2 Months Ago
Set trees on client to global network = false, doesn't change behavior but reduces confusion when debugging
2 Months Ago
Fix broken reference to `ServerOnly` GameObject in RealmedRemove on Tropical1 (was correct on other islands) S2P
2 Months Ago
Add floating city 3 & 4 to monument menu and tropical island 1 - 4
2 Months Ago
merge from fix_deep_sea_wipe -> naval_update
2 Months Ago
Switch from List -> HashSet when collecting entities for deletion to avoid having a second ListHashSet<> to check for duplicates try catch deleting the entities so the delete coroutine is less likely to break
2 Months Ago
Fix fully global networked entities not getting killed when the deep sea wipes
2 Months Ago
merge from fix_boat_paste -> naval_update
2 Months Ago
Add error log indicating what entity failed to paste when exception was thrown
2 Months Ago
Fix NRE when loading a steering wheel without SteeringWheel protobuf - fixes pasting boats in completely broken physics state - old boat pastes still may not work
2 Months Ago
Increase deep sea terrain distance from 600m -> 750m
2 Months Ago
merge from deep_sea_repel -> naval_update
2 Months Ago
Fix NRE when checking if vehicle is near portal and needs repel force but portal / deep sea entity hasn't been spawned yet
2 Months Ago
Add collider to the back of the deep sea portals so it's not possible to get fully through the trigger but not teleported
2 Months Ago
Add repel force for vehicles that aren't allowed to teleport before they reach the entrance & exit portal - split old repel code into separate method - check both portal distance and normal ValidBounds distance on the main island - only check portal distance in deep sea
2 Months Ago
Split into `CanTeleportToDeepSea()` and `CanTeleportToMainIsland()` incase we need that functionality later, both call the same "can this entity teleport" method for now
2 Months Ago
Fix compile error that didn't merge from main
2 Months Ago
merge from fix_rhib_teleport -> naval_update
2 Months Ago
Add rhib and scientist RHIB to the vehicle whitelist
2 Months Ago
merge from fix_rhib_teleport -> navaL_update
2 Months Ago
Improve "CanEntityTeleport" method - add "IsMounted" check because mounted != parented - check if any passengers are NPCs, if so block (extra safety against scientist RHIBs teleporting
2 Months Ago
merge from main -> naval_update
2 Months Ago
merge from fix_terrain_texturing_alloc -> main
2 Months Ago
Fix TerrainTexutring NativeArray changes having the incorrect types - when using managed arrays it will automatically convert to Color - when using NativeArray your type needs to match the texture pixel format
2 Months Ago
merge from main -> fix_terrain_texture_alloc