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2,970 Commits over 578 Days - 0.21cph!

Fix modded and hapis vending machines only allowing one user to interact with them at a time
Fix boomerang occasionally causing an NRE when attempting to create its world model. Happens if the entity was just destroyed recently before the projectile attempts to stick. (was never an issue clientside)
Scale all damage types rather than bothering with an index
Yesterday
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2 Days Ago
Compile error
2 Days Ago
Cleanup
2 Days Ago
Route Boomerang catch code through modelstate - like it always should've been
3 Days Ago
Generation fixes
3 Days Ago
Allow sending sync vars to specific players Correct send info from client -> server
3 Days Ago
Turn packing off by default (this is so the server can send packets to different endpoints, eg player x, or y)
3 Days Ago
Protobuf support for sync vars
3 Days Ago
Throw error if too many sync vars are defined
3 Days Ago
Developer logging and disconnect/kick for incorrect replications on both client/server
3 Days Ago
Some fixes for client authoritative queue packing
3 Days Ago
Seperate client and server packing queues due to listen servers messing everything up Client now uses packed sending Cleanup
3 Days Ago
Batching system when sending packed sync vars. If all packed syncvars require a larger bitmask then split it over multiple send cycles
3 Days 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
3 Days Ago
Server receive packed sync var methods
3 Days Ago
naval_update ➡️ scientist_rhib
3 Days Ago
main ➡️ syncvars
3 Days Ago
main ➡️ naval_update
3 Days Ago
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3 Days Ago
Minor changes
3 Days Ago
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4 Days Ago
Fixed broken terrain setup
4 Days Ago
Prefab setup
4 Days Ago
Ensured boomerang return arc is more relative to throw direction rather than world direction. Better boomerang behaviour when thrown straight upwards
4 Days Ago
Prevent dropped boomerang from slipping behind entities Ensure boomerang impact effects are always played at the same place Don't bother trying to handle bones on the server - it never matches
4 Days Ago
Ensure child classes of SyncVar are picked up in SyncVar Codegen Initial profiling pass. Virtually no memory overhead for send/receive, and very little for the queue (pooled)
4 Days Ago
Fix non packed syncvars attempting to use the cheap int ids used with regular packed sync vars (will try and incorporate this before release)
4 Days Ago
Locally cache a reference to queue sending action for each entity that needs it - use that for invoke repeating and cancel invoke
4 Days Ago
Cleanup start/stop queue methods Return hashset to the pool on stop
4 Days Ago
Conditional sync vars now force sending. We use force here due to memory. onditionals could be added to the queue for specific values, and then by the time the queue processes it the value may have changed. Invoking force prevents us from having to maintain a dictionary of values for every entity
4 Days Ago
Server -> Client Syncvars properly syncing up via a fixed repeating queue Cancel repeating invoke on entity destroy Bitmask setup as a uint - 32 sync vars max per class
5 Days Ago
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5 Days Ago
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5 Days Ago
World changes
5 Days Ago
High quality compression settings
5 Days Ago
Made waterworld for testing
5 Days Ago
main ➡️ naval_update
5 Days Ago
Remade is broken icon Old one was looking super low res with higher monitor resolutions
5 Days Ago
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5 Days Ago
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5 Days Ago
Ensure jungle waterhole is not a viable crash site for the helicopter Ensure all Lakes/Oasis don't allow heli crash MonumentInfo 'AllowPatrolHeliCrash' is set to default to false - prevents this happeneing in the future
5 Days Ago
Some minor fixes Experimenting with different queue implementation
5 Days Ago
main ➡️ syncvars
6 Days Ago
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6 Days Ago
boomerang_demo_timing_fix -> main