125,184 Commits over 4,171 Days - 1.25cph!
syncvar_crosssave_fix -> main
Ensure Autosync sets the field value on the server as well as the client
Enable admin logging a bit later in the function so it doesn't capture `readcfg` running a bunch of commands
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
Update manifest (prefab files)
security barge lods, collision, bug fixes. new stair prefab added for barge
hook into animator and animation events, use per-entity animation parameters
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merge fix_copypaste_clear_turrets -> main
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
Attempt #2 to take into account decay.scale convar value when calculating upkeep time/cost in TC UI
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merge from fix_admin_logging -> main
More anchor wip.
Anchor now checks it can see the water.
Debug drawing.
Test save update.
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Fix log being restarted each time the server restarts instead of appending
reapplying BowWeapon_cleanup
reapplying hopper_corpse_harvest_fix
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
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
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
Manual impostors for curved palm variants.
Fix logging all commands by normal users
- need to check both ServerUser and !ServerAdmin
If autoloading a property then invalidate the network cache - this ensures the first set of Autoloads will be replicated properly in all cases
Updated charity plushie textures to reflect updated logo guidance.
updated icon for charity plushie 01
merge from drone_storage_slot
- first pass for early testing
Convared all the deep sea generation settings for debug purposes
Added commands to spawn cities and ghost ship on current player position
Don't want NuGet either in this case - just take the ZLinq and remove everything else
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Prevent startup commands from being captured before we read command line to determine if we want to disable the logging
Deep sea now spawns floating cities (the placeholder version)
Anchor placement inprovements so it can be placed over water more easily. Added test point.
reapplying train_disconnect_fix
reapply tutorial_jungle_rock_fix
reapply mixing_item_delete_fix
reapplying improve_rug_pickup
Fixed pivots on farm barge structure
- fix unrestricted commands being logged as clientside
- fix RCON using wrong empty field to identify rcon connections