reporust_rebootcancel

129,351 Commits over 4,232 Days - 1.27cph!

2 Months 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!")
2 Months Ago
compile_simulator_unused_variables -> main
2 Months Ago
Compile simulator will now treat 'field is assigned but its value is never used' as an error: just like our build server
2 Months Ago
syncvar_crosssave_fix -> main
2 Months Ago
Ensure Autosync sets the field value on the server as well as the client
2 Months Ago
Enable admin logging a bit later in the function so it doesn't capture `readcfg` running a bunch of commands
2 Months 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
2 Months Ago
Update manifest (prefab files)
2 Months Ago
Update manifest
2 Months Ago
security barge lods, collision, bug fixes. new stair prefab added for barge
2 Months Ago
hook into animator and animation events, use per-entity animation parameters
2 Months Ago
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2 Months Ago
merge fix_copypaste_clear_turrets -> main
2 Months 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
2 Months Ago
Attempt #2 to take into account decay.scale convar value when calculating upkeep time/cost in TC UI
2 Months Ago
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2 Months Ago
merge from fix_admin_logging -> main
2 Months Ago
Merge from parent
2 Months Ago
merge from main
2 Months Ago
More anchor wip. Anchor now checks it can see the water. Debug drawing. Test save update.
2 Months Ago
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2 Months Ago
Fix log being restarted each time the server restarts instead of appending
2 Months Ago
reapplying BowWeapon_cleanup
2 Months Ago
reapplying hopper_corpse_harvest_fix
2 Months 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
2 Months 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
2 Months Ago
Update how mission rewards are serialized to support having a choice of rewards Update all mission assets with ported over rewards data Update mission editor inspector for new rewards structure
2 Months Ago
Manual impostors for curved palm variants.
2 Months Ago
Fix logging all commands by normal users - need to check both ServerUser and !ServerAdmin
2 Months Ago
If autoloading a property then invalidate the network cache - this ensures the first set of Autoloads will be replicated properly in all cases
2 Months Ago
Updated charity plushie textures to reflect updated logo guidance. updated icon for charity plushie 01
2 Months Ago
merge from drone_storage_slot - first pass for early testing
2 Months Ago
Convared all the deep sea generation settings for debug purposes Added commands to spawn cities and ghost ship on current player position
2 Months Ago
Don't want NuGet either in this case - just take the ZLinq and remove everything else
2 Months Ago
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2 Months Ago
Prevent startup commands from being captured before we read command line to determine if we want to disable the logging
2 Months Ago
Integrate ZLinq instead
2 Months Ago
Deep sea now spawns floating cities (the placeholder version)
2 Months Ago
Anchor placement inprovements so it can be placed over water more easily. Added test point.
2 Months Ago
reapplying train_disconnect_fix
2 Months Ago
reapply tutorial_jungle_rock_fix
2 Months Ago
reapply mixing_item_delete_fix
2 Months Ago
reapply clone_icons_fix
2 Months Ago
reapplying improve_rug_pickup