reporust_rebootcancel

124,052 Commits over 4,171 Days - 1.24cph!

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