200,024 Commits over 4,140 Days - 2.01cph!
[D11][DTLS] Fixed kick message getting broken again in the last round of fixes.
WIP sleeping bags on map
Don't process RMB clicks if player drags on map
Merge Vehicles -> Vehicles sub-branch
Nuke controller subscriptions, merged into building subscriptions
Merge from Main -> Vehicles
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Disabled ASE custom shader inspector until 2019.3 update patch
Toned down Hdrp.High settings a wee bit; some of these settings will have to be VeryHigh
Fixed occlusion culling; now only runs compute path
Can now split a third of an item stack off by holding shift when middle mouse dragging.
Fix synced sounds not recycling properly
Fixed large battery colliders being removed from the server
Fixed inside terrain antihack false positive at cave_small_hard
Fix attack heli sounds not stopping on death
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Added scrap transport helicopter spawn population
[D11] water merge to (near) latest code, merge in most of the minor d11 changes though left quality tweaks out for now. As WIP continues on main branches it should now be quite easy to merge over.
Replace IO ControllerInfo with Controllers command
[D11] river material updated to hdrp ocean standin
[D11][DTLS] Error message verbosity level increased again now underlying bug (should be) fixed.
Fullscreen exclusive, fullscreen borderless, windowed mode support/convars/ui.
[D11][DTLS] Connection attempt when the client endpoint already exists will now attempt to clean-up the legacy connection first. Failed ping-pong event registration now kills the connection, as it implies that there's no player/peer data for the network connection.
[D11][DTLS] Fixed native socket read errors no longer signalling the managed code that it's terminated the connection.
[D11][DTLS] Client disconnection when DTLS class shutdown signalled. Fixes issues where things like handshake failure would leave the client UI hanging.
Fix for server gib NRE kicking us out
Protocol++
Testing fix for sign painting errors
Fixed collider errors on Hapis
Arid clutter and arid rock formation prefabs
Testing proper fix for gib errors
Fix validation for building info
Fix for scrap transport heli gibs client errors
[D11] fix for procedural instancing, instance offset in texcoord7 not coming through in shadergraph code. Had to abuse the reflection setup of HDRPShaderStructs a bit because it doesn't naturally allow the setup of two mutually exclusive fields with the same name.
[D11] Cleanup a previous fix
re-added arid forests
removed v3_arctic_forest_snow, obsolete now that snow cover is even
Reverted project gaea scene terrain back to 2k control maps, too many bugs
Temporary fix for ugly grass
Manifest on the v3 populations
Better player getter on static instrument
More driving physics experimentation
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Update Hapis scene (required by 39063)
Fixed missing normal/tangents in powerplant's collapsed models
Optimized some powerplant meshes + scene2prefab
Subtracted
39026 and set ore_node_stages to R/W (fixes derpy resource break effect)
Added tool to find collision models being used for shadow
Renamed find models not using batching tool