userJake_Richcancel

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

3 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
3 Months Ago
Set trees on client to global network = false, doesn't change behavior but reduces confusion when debugging
3 Months Ago
Fix broken reference to `ServerOnly` GameObject in RealmedRemove on Tropical1 (was correct on other islands) S2P
3 Months Ago
Add floating city 3 & 4 to monument menu and tropical island 1 - 4
3 Months Ago
merge from fix_deep_sea_wipe -> naval_update
3 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
3 Months Ago
Fix fully global networked entities not getting killed when the deep sea wipes
3 Months Ago
merge from fix_boat_paste -> naval_update
3 Months Ago
Add error log indicating what entity failed to paste when exception was thrown
3 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
3 Months Ago
Increase deep sea terrain distance from 600m -> 750m
3 Months Ago
merge from deep_sea_repel -> naval_update
3 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
3 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
3 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
3 Months Ago
Split into `CanTeleportToDeepSea()` and `CanTeleportToMainIsland()` incase we need that functionality later, both call the same "can this entity teleport" method for now
3 Months Ago
Fix compile error that didn't merge from main
3 Months Ago
merge from fix_rhib_teleport -> naval_update
3 Months Ago
Add rhib and scientist RHIB to the vehicle whitelist
3 Months Ago
merge from fix_rhib_teleport -> navaL_update
3 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
3 Months Ago
merge from main -> naval_update
3 Months Ago
merge from fix_terrain_texturing_alloc -> main
3 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
3 Months Ago
merge from main -> fix_terrain_texture_alloc
3 Months Ago
merge from main -> naval_update
3 Months Ago
merge from fix_tree_impostors -> naval_update
3 Months Ago
Add helper property for "Is the local player in the deep sea"
3 Months Ago
Split impostor batches based on if their positions are inside the deep sea or not Only render deep sea batches when client is in the deep sea and vise versa for main island
3 Months Ago
Fix compile error
3 Months Ago
Cherrypick 134447 (fix steam being accessed too soon in client analytics)
3 Months Ago
merge from fix_steam_init_analytics -> naval_update
3 Months Ago
Fix steam analytics occasionally throwing errors due to trying to get the steam ID for analytics before steam has been initialized in the editor
3 Months Ago
merge from fix_terrain_texturing_alloc -> main
3 Months Ago
Switch TerrainTexturing from managed array Color[] to NativeArray<Color> and use the temp allocator - reduces heap watermark being pushed up while loading map, though watermark is pushed higher by other parts of client loading still
3 Months Ago
merge from fix_deep_sea_portal_far -> naval_update
3 Months Ago
3 Months Ago
Try to keep the deep sea portal 600m from the edge of the map so it leaves space for oil rigs rather than being 1.5km+ from shore - still clamp to maximum distance of 4km from center of map
3 Months Ago
merge from fix_deep_sea_network_layer -> naval_update
3 Months Ago
Fix not being subscribed to deep sea network group, switch from using center of network grid bounds to using the layer
3 Months Ago
Fix deep sea network groups being visible if you get close enough to the border, and vise-versa for main island network groups - move deep sea groups onto their own layer despite being in the same physical height
3 Months Ago
merge from fix_ghost_ship_parenting -> naval_update
3 Months Ago
Add a couple of `parent.ShouldChildrenInheritNetworkGroup()` that were missing beside existing `ShouldInheritNetworkGroup()` calls - should fix NPCs parented to ghost ships being global networked instead of local
3 Months Ago
merge from qol_dump_improvements -> main
3 Months Ago
Potential fix for DontDestroyInScene having too many objects
3 Months Ago
More improvements - add profiler samples around each area so you can see why the whole dump takes 5+ seconds - add Hierarchy.Total that shows total size of each part of hierarchy + all children (so you can see what hierarchy has 100k+ components)
3 Months Ago
merge from main -> qol_dump_improvments
3 Months Ago
merge from fix_blueprint_itemid -> main
3 Months Ago
Update manifest
3 Months Ago
Revert advanced BP fragment to old item id and apply FreezeItemid label