reporust_rebootcancel

154,017 Commits over 4,536 Days - 1.41cph!

1 Year Ago
merge from codelockedhackablecrate_modded_prefabs
1 Year Ago
merge from Wildlife_Cull_JungleAnimals
1 Year Ago
merge from decay_scale_ui_fix
1 Year Ago
Merge from boat_building
1 Year Ago
Merge from parent
1 Year Ago
Merge from main
1 Year Ago
Terrain material improvements.
1 Year Ago
Prefab scaling changes vs desert variant.
1 Year Ago
Tree related decal stuff
1 Year Ago
Helper methods for: Quickly checking if flags have changed between two flag sets Quickly checking if flags have changed between two flag sets Quickly checking if two entities are the same prefab (removes a bunch of GetEntity and prefabID checks) Quickly checking entity realm Quickly checking if item is in container Quickly checking if item is new
1 Year Ago
Compile fixes
1 Year Ago
Bunch of jakes suggestions: Renaming Creation of a general Safety class which can check items and throw exceptions if specific issues come up Integrate item safety class Keep assert stuff here as well
1 Year Ago
Merge from main
1 Year Ago
Fix compile errors
1 Year Ago
main -> facepunch_assert
1 Year Ago
full_drone_marketplace_fix -> main
1 Year Ago
merge from fix_admin_logging -> main
1 Year Ago
Print off `[Config File]` in the admin logs instead of `[Unknown]` when commands are read from a config file
1 Year Ago
flex_layout_manager_spam -> main
1 Year Ago
Add a Temp FlexLayoutManager, which will prevent the 'There is no FlexLayoutManager' error spam in bootstrap
1 Year Ago
WIP setup for playing notification sounds for monument events
1 Year Ago
missed files
1 Year Ago
assembly definition if i end up convinced to pull this to main
1 Year Ago
Our own small assertion library. Supports everything you'd expect with minimal overhead. Minimal abstraction. Throws failed conditions in debug.logerror so we can actually use it on staging effectively. Allows us to do assertions on CLIENT/SERVER specifically - takes advantage of our symbols Eg: FAssert.ThatOnServer(test == 5, "Success!")
1 Year Ago
compile_simulator_unused_variables -> main
1 Year Ago
Compile simulator will now treat 'field is assigned but its value is never used' as an error: just like our build server
1 Year Ago
syncvar_crosssave_fix -> main
1 Year Ago
Ensure Autosync sets the field value on the server as well as the client
1 Year Ago
Enable admin logging a bit later in the function so it doesn't capture `readcfg` running a bunch of commands
1 Year Ago
Added a small offset when activating bunnyhopping so the mounted player moves upwards with the bike rather than being glued to the seat (it was hard to get this perfect without the hands clipping through the handle bars) https://files.facepunch.com/jacob/1b0911b1/Unity_ywrHLT5FK7.mp4
1 Year Ago
Update manifest (prefab files)
1 Year Ago
Update manifest
1 Year Ago
security barge lods, collision, bug fixes. new stair prefab added for barge
1 Year Ago
hook into animator and animation events, use per-entity animation parameters
1 Year Ago
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1 Year Ago
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1 Year Ago
merge fix_copypaste_clear_turrets -> main
1 Year Ago
Fix turrets getting cleared when a base is copied using copypaste :( - fix pooling error that didn't copy users when saving turrets - remove old code that handled this by setting the list of users to null before returning data to the pool
1 Year Ago
Attempt #2 to take into account decay.scale convar value when calculating upkeep time/cost in TC UI
1 Year Ago
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1 Year Ago
merge from fix_admin_logging -> main
1 Year Ago
Merge from parent
1 Year Ago
merge from main
1 Year Ago
More anchor wip. Anchor now checks it can see the water. Debug drawing. Test save update.
1 Year Ago
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1 Year Ago
Fix log being restarted each time the server restarts instead of appending
1 Year Ago
reapplying BowWeapon_cleanup
1 Year Ago
reapplying hopper_corpse_harvest_fix
1 Year Ago
Bugfix: ServerOcclusion - Save an extra grid chunk of data if our topside neighbor has terrain - Added versioning to the occlusion cache file This avoids the hollow terrain problem at the expense of a bit more memory use. Need to optim the impl - it doubles phys queries, so doubles generation time Tests: used custom_occlusion_query and validated cases that previously incorrrectly passed
1 Year Ago
Debug: ServerOcclusion - for player_occlusion_subgrids, show cached info as well This shows the reason why it's possible to see through terrain at specific angles - our "narrow passages" approach get into hollow terrain Tests: used above to fly around and inspect the world