userJake_Richcancel

4,639 Commits over 1,310 Days - 0.15cph!

3 Months Ago
Fix verticalNormalizedPosition not starting at 1 (top of screen)
3 Months Ago
- fix pivot missing from normal UI elements - fix rotation missing from ScrollRect
3 Months Ago
Make new empty methods for oxide to hook, original ones got deleted when fighting with codegen
3 Months Ago
merge from main -> modding_cui_merges
3 Months Ago
merge from optimize_windows_console -> main - fix colored text being logged on main thread instead of queued to console thread
3 Months Ago
merge from fix_puzzle_reset_analytics -> main
3 Months Ago
Fix puzzle analytics having "Submit()" commented out. whoops
3 Months Ago
Switch the default limitBias of the effect mipmap group from +1 -> +0 to rule out the mipmap from being stripped out at build time (even though the setting is disabled, who knows)
3 Months Ago
merge from main -> test_effect_quality
3 Months Ago
Codegen
3 Months Ago
Fix showing "Died to KillerName" with random death reason when joining a server at the start of a wipe - caused by lifestory being persisted from a previous wipe in the death database - include wipeId inside the LifeStory protobuf and invalidate the lifestory when loading if the wipe id doesn't match
3 Months Ago
Make username optional field since it's not included anymore
3 Months Ago
Optimize turret & TC to use HashSet<ulong> instead of List<PlayerNameID> - makes it faster for them to check auth - protobuf data still uses PlayerNameID but only saves steam id for backwards compatability
3 Months Ago
Optimize BasePlayer.FindById() since it's used throughout the codebase - add Dictionary<ulong,BasePlayer> for online & offline players - speed up string search methods by first seeing if the string is a steam id & calling FindById() methods first
3 Months Ago
protobuf codegen
3 Months Ago
Add `forceaddtoteam <steamid> <team?>` command to add online (or offline) players to team
3 Months Ago
Send steamId of teammate when sending player name (should only network to teammates / self) & lookup name with NameHelper if steam id is provided on client - allows steam nicknames to show instead of server names
3 Months Ago
merge from fix_custom_item_icon_description -> main
3 Months Ago
Fix NRE when joining server with custom icon due to CommunityEntity not being networked yet
3 Months Ago
Fix custom item icon from modding not showing the custom icon in the item's description
3 Months Ago
merge from modding_custom_vitals -> main
3 Months Ago
Ensure all custom vitals are cleaned up when community UI is destroyed (aka left the server)
3 Months Ago
Implemented a way for the client to countdown a time so server isn't sending network updates to update vitals every 1s - use {timeleft:***} in RightText to use TimeSpan.ToString() formatting - test_custom_vitals commands accepts more parameters: {amount} {seconds} {formatting}
3 Months Ago
Codegen
3 Months Ago
Fix the merge + existing implementation, add changes not included in cherrypick - move vitals logic inside CommunityEntity instead of creating a new entity specifically for vitals
3 Months Ago
Cherrypick hackweek custom_vitals branch
3 Months Ago
merge from fix_max_hp_tea -> main
3 Months Ago
Fix client showing 100 HP when using max hp tea
3 Months Ago
merge from analytics_puzzle_reset -> main
3 Months Ago
Use list of spawn groups as the "name" of the puzzle being reset - cache list of SpawnGroup instead of repeating the Vis.Components() each reset (since the monument + spawn groups will always be loaded before entities or the first reset could occur - don't log puzzles with zero spawn groups, since any important puzzle will respawn some type of loot
3 Months Ago
Ignore some of the dummy puzzle resets by ignoring ones that don't check for players & ones that have infinity timeBetweenResets
3 Months Ago
merge from analytics_puzzle_reset -> main
3 Months Ago
Add analytics when puzzles reset - how long it took before reset and how long players spent inside / blocking the puzzle - log puzzle reset settings and monument of the puzzle
3 Months Ago
merge from modding_cui_merges -> main
3 Months Ago
Add Vector4Ex.Parse(), switch from Color.Parse() -> Vector4Ex.Parse() - update Vector3Ex.Parse() to use TryParse() like Vector2Ex.Parse() (safe because the method is only used in one place in codebase surprisingly) - add some comments too
3 Months Ago
Fix compile error
3 Months Ago
Update from repo after merging 9 slice support
3 Months Ago
merge from main -> modding_cui_merges
3 Months Ago
merge from fix_arctic_puzzle_reset -> main
3 Months Ago
Fix compile error in new Translate.GetPhrase() server method
3 Months Ago
merge from main -> fix_arctic_puzzle_reset
3 Months Ago
Switch to new Translate.GetPhrase() when reassigning reset phrase
3 Months Ago
merge from main -> fix_arctic_puzzle_reset
3 Months Ago
Save extra properties added to puzle reset over the years to fix arctic research puzzles closing on players (and probably bugs with other puzzles too) - CheckSleepingAIZForPlayers - IgnoreAboveGroundPlayers - BroadcastResetMessage - ResetPhrase (token)
3 Months Ago
merge from analytics_texture_memory -> main
3 Months Ago
Expose texture memory usage in client analytics
3 Months Ago
merge from fix_entity_scale_occlusion -> main
3 Months Ago
Fix `ent scale` only accepting an int instead of accepting float
3 Months Ago
Fix not working when far away, call "ResetCulling()" on all LOD components as well as calling it on the entity having it's scale changed - this should only be called on the client when the scale has changed so it won't reset culling on every single network update Fix entity not being able to reset to 1 scale since it was ignoring default scaling size - network scale every update if `networkEntityScale` is enabled
3 Months Ago
Fix entity scaling not updating the bounds & culling bounds of entities - recalculate both the bound and the culling bounds - reset the bounds inside ResetState() based on the original prefab so it doesn't cause pooling errors