198,617 Commits over 4,140 Days - 2.00cph!
Automated Linux DS Build #516
Integrated the custom Facepunch utility ai solution Garry and I worked on for a couple days, compared to Apex the Senses/Visibility calculations kills its performance and scalability.
Automated Windows Build #516
Automated Linux Build #516
* Entity.GetKeyValues will convert boolean values to integers instead, for compatibility with SetKeyValue
Added buffer resize + tests (needs removal fix)
loot/npc layers should now be set worrectly
some powerplant ground floor painting / dressing around central building
Fixed flickering via temporal visibility filter; controlled by minTimeVisible
Fixed support for static occludees
headless server fix (doesn't actually make it work though)
Entity class defines default attack skills, items can provide skills
EntityClass defaultLayer
Effects cleanup, stacking support, refresh oldest
Left over colliders and misc changes
lots of cleain in items, keywords, tooltips
Automated Linux DS Build #515
road_cones Models/LODs/COLs/Textures/Prefabs
Automated Windows Build #515
Automated Linux Build #515
* Fixed game.CleanUpMap() crashing when called too early on a map with AI nodes
Removed callback we dont need
Fixed reload cooldown verification issue when spamming + cancelling reload repeatedly
Added server side reload cooldown verification
Network++
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Removed manual query response method
Formatting fix, commented out auth stuff
Item.Remove time delay is optional parameter (which appears to be 100% of the use cases right now)
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Restored -nosteam switch (for benchmarks)
FOR FUCK SAKE ocean shader/texture