199,771 Commits over 4,140 Days - 2.01cph!
server now sets the cmd player ID on receive from client, based on their connection ID to prevent match player ID spoofing.
added GameInsance.GetPlayerIDFromConnection()
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Hapis compound monument prep
server verifies clients can only surrender themselves with CmdSurrender
server ends player's turn if they send an invald/cheat/unverifable game cmd, but only if it's their turn (so they can't send an invalid cmd to end opponent's turn)
Broken electric pole variant
CmdAttack and CmdMove verification now checks the units belong to the player sending the command
Updated lot to work from prefabs
Fixed load game button tweens targeting wrong objects
Checking a lower tickrate
Lot adjustment done at placement time.
Updated AO2/GTAO to latest; patched
Toggled downscaled AO mode; 2x faster, same quality
Viewmodel range AO tweaks
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windows builds run in parallel
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Fixed NRE in tribe creation when starting a new game after quitting a loaded save
Quicksave overlay
Added BudgetYield utility for iterating over collections and calling some function within an ms budget
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Electric poles / spotlight and snapped cable variants
Fixed AO flickering when both MB and TAA are disabled
Replaced old powerlines in the compound monument
Switched coverage queries to AsyncGPUReadback; enabled non-windows platforms (testing)
Fixed senses not working after starting a new session (oops)
Sorting out alignment / resizing issues
launcher, shaderapidx9, unicode, compile
resources & menusystem compile
fix IGameConsole casting int to vpanel
html_chromium builds
ServerBrowser builds, client can launch and load into some maps
Working on some event stuff for game modes, but ended up doing a bunch of other fixes and things along the way. Only committing some of what I've done here so this is probably a commit with errors.
fixed detailobjectsystem simd alignment
SensesSystem init in bootstrap
Fixed settlement info UI showing bad value text
Renamed some Rust.Workshop script files so the file names are identical to the class names
Added String.ManifestHash (used instead of GetHashCode for the game manifest / prefab IDs)
CodeGen uses UNIX line endings instead of system ones
Rotated electric poles in the compound
Removed packages we dont use