userJake_Richcancel

6,129 Commits over 1,614 Days - 0.16cph!

2 Months Ago
Change the composter prefab
2 Months Ago
Rewrite the hackweek composter UI to merge all of the composter code into normal cooking code - move ItemModCookable -> CookableItemInfo so we can create a "cooking compost" component at runtime - turn ItemModCompostable into an ItemMod - convert Composter class from StorageContainre -> BaseOven
2 Months Ago
Make the code for "cooking items" in furnaces work on both compostable items and normal cookable items
2 Months Ago
merge from main -> Hackweek_CompostUI
2 Months Ago
merge from fix_hotbar_swap_overstack -> main
2 Months Ago
merge from main -> fix_hotbar_swap_overstack
2 Months Ago
merge from main -> Hackweek_CompostUI
2 Months Ago
merge from main -> fix_hotbar_swap_overstack
2 Months Ago
Fix hotbar swapping not working with overstacks - move the RPC completely serverside so it can swap overstacks (thinking was we didn't need a network++ originally if we kept it clientside but forgot swapping overstacks is awkward) - keep existing admin checks
2 Months Ago
merge from main -> base_occlusion
2 Months Ago
Refactor and cleanup of code
2 Months Ago
Make sure we only send entiites when a door opens immediately based on a convar, so we can do normal slower snapshot queue when doors are opened and we send entiites and let the "closer than 30m send everything" prevent pop-in
2 Months Ago
Fix deployables that are inside multiple rooms not working - assign them to their own network groups similar to walls that share multiple rooms and subscribe appropriately
2 Months Ago
Always show rooms that are within ~30m of the player - prevents us from having to blast the client with a ton of entities right when they open the door, allows us to stream them at a sane rate
2 Months Ago
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2 Months Ago
Simple list of doors with transparency for testing
2 Months Ago
Add ddraw for network groups for rooms
2 Months Ago
Reduce amount of network groups for rooms
2 Months Ago
Send network updates of room behind the door before the door's network update is sent
2 Months Ago
Fix lingering occlusion (wait 5s before hiding on client) not always working
2 Months Ago
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2 Months Ago
update base_occlusion/optimize_building_blocks
2 Months Ago
Update testlist
2 Months Ago
merge from main -> base_occlusion
2 Months Ago
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2 Months Ago
merge from fix_threaded_logs -> main
2 Months Ago
Update test list
2 Months Ago
merge from main -> fix_threaded_logs
2 Months Ago
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2 Months Ago
Tests to confirm it's fixed
2 Months Ago
Also capture exceptions thrown on worker threads inside tasks - been bitten by this before: not realizing exceptions are being thrown in async tasks
2 Months Ago
Fix log messages from other threads not showing up in the console / RCON due to not having a threaded log handler - buffer in queue, swallow on main thread and feed into normal logging callback
2 Months Ago
Update other conditional model code to take into account null slots in conditionals (since we cache the last state of each conditional instead of only storing the spawned conditionals)
2 Months Ago
Optimize conditional models to only refresh if they are changed - fixes condition models all being destroyed and recreated every single time the model state was changed instead of only creating and deleting the conditionals that needed to be
2 Months Ago
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2 Months Ago
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2 Months Ago
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2 Months Ago
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2 Months Ago
Don't hide rooms until they have been invisible for 5s+ (prevents room going invisible as the door is in it's closing animation + reduces churn from rooms being deleted and networked over and over
2 Months Ago
Move code around, don't unload filestorage since domain reload should handle it
2 Months Ago
merge from main -> base_occlusion
2 Months Ago
Codegen
2 Months Ago
Tests to confirm the interior walls are fixed
2 Months Ago
Fixes to make edge case of interior walls not be hidden
2 Months Ago
Add command to export a building into a format that tests can use (so we aren't spawning the giant base every single time)
2 Months Ago
Add more tests
2 Months Ago
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2 Months Ago
Switch to using EnterPlayMode + DomainReload so the normal shutdown has a chance to run
2 Months Ago
Fix sqlite database being locked in the editor (requiring you to restart editor every time it happens) - force close all open sqlite databases when exiting playmode
2 Months Ago
merge from main -> base_occlusion