113,196 Commits over 3,959 Days - 1.19cph!
Fix tutorial tips staying on if player disconnects while it's active and connects to another tutorial
Prevented new clusters tween from breaking another when the second one plays at the same time
Manually convert `ClientRpcEx()` -> `ClientRPC( RpcTarget )`
Add extra overloads to RpcTarget to handle niche RPC requirements
Formatting
Automatically enable the filter servers by tutorial in server browser if player has less than 10 deaths recorded
Mark existing ClientRPC overloads as Obsolete with deprecation notice
Add an option to filter servers by a "tutorial" tag to the server browser
Convert methods using `ClientRPCPlayerAndSpectators()` to RpcTarget version
Add support in RPCTarget for `RpcTarget.PlayerAndSpectators()`
Remove `ClientRPCPlayerAndSpectators()` overload from BaseEntity.RPC
Fix compile error in GNB with ClientRPCStart()
Switch from ClientRPC -> ClientRPCEx to the other way around: ClientRpc( RpcTarget ) is now the base method
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
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
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