5,495 Commits over 882 Days - 0.26cph!
- Dont apply secure filter in history - not required
- Ensure tag modifier button adds both secure tags - bit ugly of an implementation but it works
- Fixed wrong prioritise toggle being set
Fix inconsistent results NRE
- Setup filter button to filter for only secure servers
- Setup priority system and toggle button to 'prioritise secure servers, putting them to the top (after premium status)
- Wire into sorting algorithmns
- Setup convar
Hide region text in connect modal - was a bigger issue than first thought
- Command list
- Command button setup
- Flex scroll setup
Initial work on a command list page so we can see all commands natively in game (convars etc)
Fix odd history inputs + odd history loading
Add 'copy' button to the corner of each UI entry, allowing you to copy a block by pressing a button rather than getting the whole log and manually sending that
Up/Down arrows now move the autocomplete up and down
Tab/enter/return puts the selected autocomplete entry in the input box as you'd expect
Add extra logs when coping/clearing
- Swap SendModelState over to a dirty system. Only update if dirty instead of every tick.
- Included properly in save/load for players joining network range
SendModelState was running every player tick. This was using 54 bytes per player per tick.
The player was wastefully saving/loading this information as well (but not all of it, only some of it)
This was also expensive ms wise on the server - this will cut it back
manifest_size_optimizations -> server_browser_optimizations
fix_server_browser_compression -> server_browser_optimizations (2)
fix_server_browser_compression -> server_browser_optimizations
server_side_list_filters -> server_browser_optimizations
Swap logic check round for the cache isOn
Try/Catch instead of just rawdogging it
- Grab banned servers only when cache is set to false
- Seperate banned servers into its own class seperate from the manifest
- Wire a nice await before refreshing currently opened brwoser into the server browser page
Created a small physics engine for Pool
- Uses ball and line intersection
- Cheap
- Data based structure so we can thread it/run on native
Still lots to implement. Working proof of concept
Fix BaseProjectile::ServerUse being called with null/0 values in damageScale, speedModifier, origin, bullet thickness.
Only affects staging.
Affected things:
- PT Boat Turrets
- Flamethrowers
- Autoturrets with Generic Fireables
- Attack Helicopter Turret
server_browser_phrase_fix -> main
Fix a bunch of missing tags on the map creator
boat_highspeed_parenting_fix -> main
Stop high speed dismounting throwing you from your player made boat
delay_browser_changes -> main
Revert region changes until next month - bring back ping for now
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Fix off phrase being set to required
Remove kicked toast debug log
cargo_crate_layering_fix -> main
Ensure cargo map marker is always placed below the crates.
Fixes times where the crates were hidden under cargo
Ensure crate_ammunition and crate_fuel block player item input the same as the rest of the labs crates
labs_crate_player_input -> main
boat_hand_animation_fix -> main
Fixed steering wheel and throttle issues on the PT Boat
Fix throttle hand interactions on RHIB
These were working originally but after as many small changes they ended up being forgotten
Revert to a better cs: #
144447
server_browser_obfuscation_fix -> main