19,645 Commits over 4,018 Days - 0.20cph!
New block socket
Made it so sockets can be set as rotatable
Updated building_basic_all.max
Raised floors/foundations 5cm
Building component level transitions
Added server blacklist for legacy (blocking 976 fake servers)
Updated building_basic_all.max
Building system revamp checkin
Should fix EAC errors when more than 256 players on a server
Fixed not loading entity parents from saves (fixes missing locks on load)
Server always loads by default unless -skipload is on command line
Reversed earlier change to Lidgren
Fixed railing creation physics push glitch
Consolidated some common errors
Error reporter reports current level name
Fixed NRE in model.trigger
Error logging now ignores errors from Oxide
Fixed NRE in Effect.Init
Removing because doesn't exist?
Potential NRE in effect sending
Fix being able to no-collide with walls by hitting them with the hammer :S
Temporarily disabling EAC for osx/linux (until EAC for osx/linux works properly)
Made lock code spawnable with existing items (temporary)
Updated scene2prefab, phrases
Added DontBecomeSolidWithPlayerInside
Fixed exception when loading old save
Made tree colliders convex or converted to capsules (perf, memory)
Fixed gesture animations playing by default.
Fixed NRE in DamageIndicator
Fixed defaulting to shitty quality
Fixed not being able to hit trees
Fixed network compression size threshold on broadcast
Quick fix for stuff trees etc notspawning on servers
Fudged menubackground to avoid compiling GI (because it crashes the build server)
Fixed warnings
Fixed compile error
Throw exception on compile error
Merging tree-sync-experiment to main
Added network compression
baseNetworkable.networkOwner not used for anything
Don't delete the spawnhandler on a listen server
Tree layer (for perf tests)
Not moving trees into Network heirachy seems to fix group < errors
Changed network rotations to send as vectors
Don't send trees in every snapshot - only the first one
Don't send a full snapshot when spawning dead
Moved tree stumps to their own prefabs
Hide prefabID in inspector
Added TreeEntity (so we can specifically optimize trees)
Replaced ent.sourcePrefab string with prefabID (a hash of the string)
Added ent.KookupSourcePrefab() (to get the prefab name as a string)
Updated prefabs with new ID
No need to build manifest in build process, it's done in a seperate call now to force defines
Updated to coherentui 2.5.0.0
Can set developer convar on server
Fixed logic error in RPC_Server.MaxDistance
Disabled PVT and water reflections by default (perf)
Only generate manifest if full defines are set
Fixed server compile issue
Merging lock code into the main branch
For test purposes, give everyone a lock_code on spawn (until we have batteries spawning)
Added sounds for code lock
Fixed hearing animal sounds from 200 miles away
Made player footsteps quieter
Placeholder art for locks
Scene2Prefabs can now set their own target names
Made KeyCodeEntry UI a scene2prefab