userJake_Richcancel

4,667 Commits over 1,341 Days - 0.15cph!

2 Months Ago
Add radiation to harbor 2 keycard room S2P
2 Months Ago
Add radiation to harbor 1 keycard room S2P
2 Months Ago
Move ferry terminal puzzle reset over to the puzzle room because it was on the wrong side of the monument Enable radiation on the ferry terminal keycard room S2P
2 Months Ago
Enable radiation on airfield puzzle room S2P
2 Months Ago
merge from puzzle_reset_changes -> main
2 Months Ago
Make radiation sphere outer range gizmo yellow so it's a bit more clear which puzzles have radiation at a glance
2 Months Ago
Add `drawpuzzleresets` convar so you can ddraw the puzzle resets & radiation ranges at runtime - will only show to admins who are inside the reset ranges - will update every 10s, based off puzzle reset code
2 Months Ago
DDraw .meta files
2 Months Ago
Cherrypick DDrawCommand from naval update
2 Months Ago
merge from qol_backpack_gather -> main
2 Months Ago
Allow items picked up off ground to go into backpack when inventory is full - applies to both normal items and keycards
2 Months Ago
merge from main -> qol_backpack_gather
2 Months Ago
Shrunk airfield puzzle reset slightly and enabled radiation on puzzle reset S2P
2 Months Ago
Shrink power plant main reset from 40m -> 25m Enable radiation on main building
2 Months Ago
Water treatment box puzzle reset example
2 Months Ago
Test adding support for box support for puzzle resets - defaults to spheres, can opt into the box shape - still checks by looping through all players, uses an OBB if shape is a box - stores extents and shape in PuzzleReset protobuf
2 Months Ago
Nevermind: you can use OnDrawGizmos() in PuzzleReset which is always called and filter there
2 Months Ago
Add DrawGizmosSelectedProxy so you can see the PuzzleReset gizmo while dragging around the playerDetectionOrigin Transform
2 Months Ago
Fix not attaching the radiation trigger to the playerDetectionOrigin
2 Months Ago
Fix compile error
2 Months Ago
Fix analytics not including monument after server restart - it still was including the name of the SpawnGroups so it was sorta useable - switch from using the PuzzleReset entity to using SpawnGroups
2 Months Ago
Rename variables
2 Months Ago
Make puzle reset radiation bypass armor similar to how oil rig radiation works
2 Months Ago
Add `Time blocked by radiation` to analytics - fix analytics total time not including time blocked (you could calculate it in analytics but better to report the correct time) - renamed to 'time_blocked_total' so easier to backfill
2 Months Ago
merge from qol_perf_formatting -> main
2 Months 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
2 Months Ago
merge from qol_dump_improvements -> main
2 Months Ago
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2 Months Ago
merge from main -> qol_dump_improvements
3 Months Ago
merge from qol_backpack_gather -> main
3 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
3 Months Ago
Try to fix it not including the backpack items in total item count pickup notice, but it's being weird in editor
3 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
3 Months Ago
merge from fix_portal_clamping -> naval_update
3 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
3 Months Ago
merge from optimize_reduce_dynamic_occlusion -> main
3 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
3 Months Ago
merge from industrial_pipe_batching -> main
3 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
3 Months Ago
merge from main -> industrial_pipe_batching
3 Months Ago
merge from optimize_reduce_dynamic_occlusion -> main
3 Months Ago
Compile fixes
3 Months Ago
Mark ladder as static when parented to building block
3 Months Ago
Mark TC as static
3 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)
3 Months Ago
merge from main -> optimize_reduce_dynamic_occlusion
3 Months Ago
merge from extra_tutorial_safety -> naval_update
3 Months Ago
Extra check to make sure tutorial islands bounds can't spawn inside the deep sea bounds
3 Months Ago
Switch index -> i
3 Months Ago
merge from fix_impostors_not_deleting -> naval_update