6,606 Commits over 2,192 Days - 0.13cph!
Removed client.lerptime (exploit)
Changed how position lerping works (to appear less delayed)
Updated items from admin site
Made editor not try to initialize EAC, some steam stuff
Added TimeWarnings on shutdown/disconnects
Updated BuildingTest scene/components
Disabling water reflections should now give a much higher performance boost
New branch for item system unfuck
Handle BaseEntity RPC
Add RPC names to GameManifest
Touching MenuBackground + music
Fixed some errors not logging
Key crafting, locking, unlocking
Fixed battery being craftable
Door open/close working
Cleaned up building prefab names
Removed deployed_door item (now redundant)
BaseEntity flags are now networked properly
Toggle lock based on locked/unlocked
Cleaned up protobuffer files
Removed a bunch of debug output
KeyLock/CodeLock save their codes properly
Fixed blueprints sometimes not loading in editor
Code entry dialog
RPC arguments
CodeLock menus
Filled in server -> client RPCs
Loaded entities now retain their UIDs
Cleaned entity slot code
Entity slots are now saved properly
CodeLock opens numpad if not previously opened
Simplified network UID distribution (to the extreme)
added tools>update>phrases
Updated phrases
Codelock - temprary debug info into local chat
Codelock - temprry flashing light when armed
Scene2Prefabs can now set their own target names
Made KeyCodeEntry UI a scene2prefab
Placeholder art for locks
Added sounds for code lock
Fixed hearing animal sounds from 200 miles away
Made player footsteps quieter
For test purposes, give everyone a lock_code on spawn (until we have batteries spawning)
Merging lock code into the main branch
Fixed server compile issue
Only generate manifest if full defines are set
Can set developer convar on server
Fixed logic error in RPC_Server.MaxDistance
Disabled PVT and water reflections by default (perf)
Updated to coherentui 2.5.0.0
No need to build manifest in build process, it's done in a seperate call now to force defines
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
Hide prefabID in inspector
Moved tree stumps to their own prefabs
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
baseNetworkable.networkOwner not used for anything
Added network compression
Merging tree-sync-experiment to main
Fixed compile error
Throw exception on compile error
Fudged menubackground to avoid compiling GI (because it crashes the build server)
Fixed warnings
Quick fix for stuff trees etc notspawning on servers
Fixed network compression size threshold on broadcast
Fixed defaulting to shitty quality
Fixed not being able to hit trees