193,483 Commits over 4,079 Days - 1.98cph!
Remove constructors from RPCTarget & move to static methods
Initial commit, bike is just an exact snowmobile clone for the moment but with bike scripts and a new prefab base for the variant
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Added debug.tutorialstatus, prints the current state of all active tutorial islands
Preposition all of the tutorial groups when we generate the tutorial island spawn locations, prevents group inside warnings when loading a save
Fixed CNY spear for weapon racks after regression caused by spear changes.
Make constructors of RpcTarget private until we finalize the static methods
Convert ClientRPC() -> RpcTarget overload
Convert `ClientRpcPlayer()` -> `ClientRpc( RpcTarget.Player() )`
Add static methods to RpcTarget to help with code clarity
Setup for all weapon rack types
Add new `RpcTarget` struct and overloads to hopefully replace all overloads
Regex every single ClientRPC & ServerRPC
Change from BasePlayer & string (which have null passed as default value) to structs RpcId & RpcPlayer (which can't be null)
Instead delete hostConnection from BaseArcadeMachine that does nothing
Add manual prediction back to BaseArcadeMachine.GetSnapshotFromServer()
Regex every single RPC method to remove `null` from it
Backport branch specific compile error fix
Allow constraint.Keepupright to be called on more entities
Still disallow players and the world
Fixed util.IsBinaryModuleInstalled giving false positives (Community PR)
Remove `Connection sourceConnection` method from all RPC overloads
Cherrypick SignalBroadcast fix
Cherrypick the clientside RPC sourceConnection removal
Fixed SaveRestore.ClearMapEntities not setting IsDestroyed on entities that haven't spawned, causing issues downstream and bypassing my previous static elevator fix
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Further navmesh performance improvements
Also added VPROF counters to some of the expensive functions
Reset surface.SetMaterial material reference without destroying the texID
Fixed performance degradation with sql library
Fixed Problem count not being visible if problems are fired before the menu is created
Multitude of crash fixes with infinities
Mostly ragdoll stuff, but also the animation system
Minor clean ups
Prevent models going invisible when cycle somehow becomes infinity
Further navmesh performance improvements
Also added VPROF counters to some of the expensive functions
Reset surface.SetMaterial material reference without destroying the texID
Fixed performance degradation with sql library
Fixed Problem count not being visible if problems are fired before the menu is created
Multitude of crash fixes with infinities
Mostly ragdoll stuff, but also the animation system
Minor clean ups
Prevent models going invisible when cycle somehow becomes infinity
Redo branch in a less conflicting way
- Allow `sourceConnection` to be passed into RPC but don't send it
Merge from metal_detector
player update. longsword held and holster positions edited
Add memory profiler package to the main branch (instead of adding it to local branch every time we want to use it)
player update. diver pickaxe holding and holster positions set up
Subtitle text override for general items
Custom Icons for general store
player update. exported/setup boneclub anim set and made holdtype override controller for it
Add a name field to takeovers so they're easier to find in the inspector
Remove unused UIBackgroundBlur
Made Enqueuing of analytics data points threadsafe
merge from optimize_baseoven_itemmod
Allow overriding the icon images for items in the general tab of the item store
Fixed and improved item 3d render supersampling AA
merge from analytics_modified_convars
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merge from full_server_demos