userJake_Richcancel

5,832 Commits over 1,584 Days - 0.15cph!

59 Days Ago
Print time taken to enter play mode in the editor (so we know what iteration speed is)
2 Months Ago
merge from fix_editor_disable_deepsea -> main
2 Months Ago
Don't spawn in the deep sea manager at all when it's disabled in editor preferences
2 Months Ago
merge from copy_paste_load_threaded -> main
2 Months Ago
Load the copy paste files on startup on a background thread - still loads textures and adds to the list of files on the main thread - saves 600ms for my 36 copy pastes - more important for editor iteration speed than standalone clients (as most players aren't admins and don't have copy pastes on their client)
2 Months Ago
Add the upkeep component to both high walls and gates
2 Months Ago
Add support for the "Upkeep" component to tick a bool if it's a high wall - will then use the convar for it's multiplier instead of the base's upkeep multiplier (based on size)
2 Months Ago
Add `high_wall_upkeep` convar to control what the upkeep of high walls will be - set to static value because high wall upkeep would be too low near single TCs and too high near big bases
2 Months Ago
Refactor BuildCost() so it returns a struct that contains the cost & how many items are produced each craft - allows us to divide the upkeep for high walls by 3x because we craft 3x per craft
2 Months Ago
merge from waterwell_stock_decrease -> main
2 Months Ago
Decrease max stock of items in waterwell vendor from 10 -> 2 - increase restock time from 2m -> 10m per item - keep syringe & ammo at 10 stock & 2m restock time
2 Months Ago
merge from turret_hqm_increase -> main
2 Months Ago
Increase turret crafting cost from 10 HQM -> 25 HQM
2 Months Ago
merge from fix_boat_vendor_heli -> main
2 Months Ago
Add tests to confirm boat spawners don't destroy helicopters & boat spawners still destroy boats
2 Months Ago
Add support for vehicle spawners to label what kind of vehicles they spawn (boat, horse, heli) - prevent boat spawners from deleting helicopters when spawning boats since they can't get in the way
2 Months Ago
2 Months Ago
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2 Months Ago
merge from fix_alt_loot_clothing -> main
2 Months Ago
Remove unused field + comments
2 Months Ago
Update test list
2 Months Ago
merge from main -> fix_alt_loot_clothing
2 Months Ago
Fix compile error + rename field
2 Months Ago
Added another test to make sure that when alt looting with a full inventory, the extra clothing will go into the body bag
2 Months Ago
Update testlist
2 Months Ago
Update test list
2 Months Ago
Add new tests to TestItems for alt looting behavior I fixed & ensuring corpses still block input correctly
2 Months Ago
Add ability for RPCFactory.MoveItem() to supply ItemMoveModifier parameters
2 Months Ago
Fix NRE from ConstructionError.Log() for players without connections (for tests)
2 Months Ago
Create method for PlayerOpenLoot() inside DroppedItemContainer outside of the looting RPC (same idea as what StorageContainer has)
2 Months Ago
Add more items to ItemManager.Items to make tests easier
2 Months Ago
Add convar for "bypassiteminputrestriction" to allow the server to be put in a mode where you can move items into input blocked containers
2 Months Ago
Fix alt looting from player corpse bags -> player inventory - fixes clothing alt looted from dropped item containers not being worn if you are already wearing clothing - fixes clothing that would be dropped if you have a full inventory by trying to force move the items into the corpse bag first (bypassing the "no item input" manually)
2 Months Ago
merge from fix_baseentity_query_nre -> main
2 Months Ago
Extra hardening to fix exception inside DoServerDestroy() by checking if children are null before calling child.OnParentRemoved()
2 Months Ago
Extra hardening by checking if entity is null inside SocketMod_PlantCheck too
2 Months Ago
Don't just skip over entities that are destroyed in BaseEntity.Query, make sure they are removed in the narrow phase
2 Months Ago
merge from main -> fix_baseentity_query_nre
2 Months Ago
merge from fix_breakin_sound_loop -> main
2 Months Ago
Fix the master key unlock not set to loop
2 Months Ago
Everyone loves commiting RidableHorse.prefab with new fields (at least it's not reserializing comments anymore)
2 Months Ago
merge from fix_deep_sea_ladder -> main
2 Months Ago
Add `printboatteleports` command to print what players will be teleported to the deep sea - allows us to see if ladders in standalone builds behave differently than ladders in the editor