199,240 Commits over 4,140 Days - 2.01cph!
Convert Vehicle Movement layer into a new Vehicles_Detailed layer that will only detect players, bullets. This will break existing vehicles until they're updated.
Remove linq in TriggerHurtNotChild
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Added an editor only PrintContents context menu option to TriggerBase
TriggerPlayerForce now uses a pooled list instead of Linq
Update layer defines etc re WorldCollisionOnly layer
New WorldCollisionOnly layer replaces Reflections layer. Layer collision matrix updated
Remove all usages of Reflection layer, freeing it up
Reduced volume of chainlink footsteps to match the rest
Improved hard cutoff on rubber footsteps (loud clicking noises) when sprinting
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Reduced high frequency noise on wood, concrete, tile and metal footsteps
Entity.Set/GetLayerDuration, Entity.Set/GetLayerCycle, Entity.SetLayerBlendIn, Entity.SetLayerBlendOut, Entity.IsValidLayer are now shared
Added Entity.SetLayerSequence( layer, seq ) and Entity.GetLayerSequence( layerid ) = seq, both shared
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[D11] Fix for: Plugin 'Assets/Plugins/FLZMA2/flzma2.dll' has the same filename as Assembly Definition File 'Assets/Plugins/FLZMA2/flzma2.asmdef'. Rename the assemblies to avoid hard to diagnose issues and crashes.
Rescaled Stag textures from 4k>2k (oops)
Added Stag fuzz mask
Added PositionLerp.Snapshot method without serverTime (can be used to inject fake positions on the client before any server positions have been received)
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Added InvokeHandlerFixedTime (uses Time.fixedTime instead of Time.time)
Added PositionTickFixedTime override to BaseEntity (sends network update right after FixedUpdate if true)
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Bear fur doesn't cast shadows
Bear fur material tweaks
Added interpolation inertia (start with 0 interpolation delay for immediate movement with no delay, then ramp it up over the inertia time)
Decrease fuel tank module from 500L to 200L
merge from main (client only)
Call RemoveFromTriggers when the player dies/respawns on the client
Potentially fixed player getting stuck in the TriggerPlayerForce volume when mounting/dismounting by manually removing them from the volume (probably caused player getting flung away when dismounting)
Added ClientOnPlayerMountedSeat ClientOnPlayerDismountedSeat callbacks to BaseVehicle
Increased the width of mount hot spots on the cockpit modules
Added a swap seat sound def field to Mountables that will play instead of the mount sfx if a player is swapping seats to that mountable
The dismount sfx will no longer play when swapping seats in the same vehicle
Remove a redundant every frame copy in LightLOD.UpdateAll
Added a new debugging.debugcamera_offset convar to manage offset in the debugcamera in a way that doesn't zero out the third person camera offset
More melee stuff.
Manifest & scene backup.
Switch ImpostorRenderer to use a NativeArray instead of a C# one
Use Shader.PropertyToID when setting shader properties
DebugUtil method now handles rotated wireframe cubes
HideIfOwnerIsFirstPerson will now enable meshes if a debug camera exists (fixes held entity meshes not rendering when switching to debug camera while in first person)