197,741 Commits over 4,140 Days - 1.99cph!

2 Months Ago
merge from main
2 Months Ago
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2 Months Ago
New autoturret test to cover a recent exploit
2 Months Ago
Compile fix
2 Months Ago
Compile error
2 Months Ago
Cleanup
2 Months Ago
merge from main
2 Months Ago
Route Boomerang catch code through modelstate - like it always should've been
2 Months Ago
Updated RPCFactory
2 Months Ago
merge from main
2 Months Ago
merge from ziggurat_bleedfix
2 Months Ago
merge from computer_station_chat
2 Months Ago
merge from isfullyads_nre_fix
2 Months Ago
merge from fix_crocs_dying_at_jungle_pond
2 Months Ago
- compute ambient from averaged sky light over hemisphere - ambient lighting improvements for better 3d-ness - better shadow application on world (no longer tied to cascades, also shadows transparents) - better transitions (old clouds dissipate and new ones grow, rathern than lerping the two maps) - code cleanup
2 Months Ago
Generation fixes
2 Months Ago
Allow sending sync vars to specific players Correct send info from client -> server
2 Months Ago
Bugfix: ContinuousProfiler now atomically updates it's write indices - internal fix in ServerProfiler.Core, based on e39afb43 - Removed now-unhelpful echeck for right mark type at the start of main thread perf stream (all cases confirmed legal now) After soaking it for 15 minutes total, only main thread export gets lost in the binary sauce. Hopefully last bug. Tests: soaked 3 times on craggy, only hit unexpected mark type on main thread
2 Months Ago
Turn packing off by default (this is so the server can send packets to different endpoints, eg player x, or y)
2 Months Ago
wrong material on bamboo kit
2 Months Ago
View model camera animations for tools and items
2 Months Ago
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2 Months Ago
Protobuf support for sync vars
2 Months Ago
Throw error if too many sync vars are defined
2 Months Ago
Developer logging and disconnect/kick for incorrect replications on both client/server
2 Months Ago
Some fixes for client authoritative queue packing
2 Months Ago
bamboo lod fixes
2 Months Ago
Seperate client and server packing queues due to listen servers messing everything up Client now uses packed sending Cleanup
2 Months Ago
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Server: Fix error message about missing `InstancedDebugDraw` script
2 Months Ago
merge from building_los_fix
2 Months Ago
Jungle ruins d/e scene2prefab to fix an issue where items dropped below bromeliad bushes could become unpickable
2 Months Ago
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2 Months Ago
Deployable with no alternative checks fallback to the old behaviour Proper kill switch using a replicated convar Compile fixes
2 Months Ago
Merge from indirect_lighting_fixes
2 Months Ago
Merge from parent
2 Months Ago
Bug Fix: Switching between different held items no longer changes the ambient lighting. Also fixed an issue with ambient lighting being darker than it should have been when inside camera-based environment volumes
2 Months Ago
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Batching system when sending packed sync vars. If all packed syncvars require a larger bitmask then split it over multiple send cycles
2 Months Ago
Fix crocs dying at jungle pond
2 Months Ago
Merge from naval_update
2 Months Ago
2 Months Ago
Swap syncvar system over to using bytes rather than ushorts. We will never reach max 255 per entity as the current queue limit is 32 (due to the bitmask), even if we split the queue its fine
2 Months Ago
wip shader test
2 Months Ago
Server receive packed sync var methods