131,172 Commits over 4,232 Days - 1.29cph!
Small engine deploy volume improvements
Sail deployment volume improvements
- Fix flex virtual scroll not calculating the correct top and bottom starting rows after dynamic cell changes
- Increased the threshold for console messages to be put into the same bucket (1.5 seconds now)
- Console messages will now group according to log type, multiple warnings will be grouped together etc
Plank groundwatch layer fix, deploy volume improvements.
Cannon ground watch layer fix, deploy volume improvements.
Loadout view, info and items styling
- VirtualScroll and FlexVirtualScroll now support elements with different heights - dynamic sizing
- Console is now displaying properly
Update: resolve addresses to methods/trampolines where possible
- ServerPorfiler built from 18130132
A bit ugly, but don't care for now
Tests: viewed BasePlayer::ServerUpdateParallel
Tech Tree category setup - Weapon / Attire / Construction / Utility
hackweek arcade machine implemented special combination with flashing lights and all the things
Bugfix: jump addresses are now valid
- Also added ability to show opcode bytes
- ServerProfiler built from 95cd43f7
Was due to invalid use of library API (I should've RTFMd)
Tests: viewed BasePlayer::ServerUpdateParallel
bake GUI physics on a job thread without blocking
Add ladders back to boat building station.
Added PlayerBoat.PowerdownOnNoPlayers servervar. Can disable auto engine/sail shutdown for testing/cinematics
basically functional SDF in-GUI sculpting
Improved the `fillwater` command
- Now able to fill up deployed liquid container being looked at, in addition to items in the hotbar
- Clears old contents before adding, so you don't get stuck with the wrong water
- Able to fill up water bucket, provided its equipped
- Added reply feedback + description, cleaned up the code
hooked up kick hazmat icon to skinnable
turning tesselation all the way down on the ice block, not needed as badly with the new method
clear with an overfit sdf mod rather than directly setting values, always enforce clear boundary values
Floor & triangle floor layer fixes
floor & triangle floor layer fixes
hackweek - halloween garland blockout and test atlas
Square and triangle hull layer fixes, entity list updates to boat building blocks.
Use a better way to toggle objects in motion. This fixes "stuck" objects and the initial state of doors but currently breaks everything else that is not a door.
Profile ScaleBySpeed.Update
Wrap WaterDynamics.UpdateWaterDynamics in profiling
Add wake displacement to every hull block, to check performance
Start trying to figure out how we're gonna do this...
Add PlayerBoat.Effects partial.
Setup client hierarchy, realm removed server-side.
hackweek arcade machine implemented line combination wins with visual light feedback
Added a new chest at each base that can be looted by the opposing team, contains high value data that respawns every 30s
Show on the item info panel if data can't be redeemed
Add data spawns to all of the loot spawners
Added new GameModeAdditiveLootGroup component, can insert extra game mode specific items to loot spawns
Set default execution order of InvokeHandler to (hopefully) work with Indirect Instancing
Deduplicate "Failed to CreateQueryUserUGCRequest" warnings
* So it is known exactly where its coming from
Disable vmevent API
Fixed Enemy Rebels refusing to use RPG against the player
* Also fixed them commenting on players death as if they weren't hating them
Fixed players being killed on save/load
Update clan data immediately when score changes
Allow data to be stacked up to 5
Add small and medium data items
Insert a medium data item into a players corpse if killed by someone on the opposite clan
Boilerplate loot item and deposit entity