4,201 Commits over 701 Days - 0.25cph!
Add ability to get the slots required for a vending transaction
More improvements to the ItemSafety class: More methods to test whole container to container fitting, more methods to estimate quickly if things will fit
main -> full_drone_marketplace_fix
Fix bag labels not recognising sleeping players
Ensure bag label updates if you quickly swap between different bags
Ensure the whole final mesh's vertex's are included, this seems to be the right approach
Fix incorrect vertex sum calculation
Would cause StringLight batching to try and use short index space rather than standard int space.
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Fix Chandelier groundwatch not working when it moves away too far from its origin
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Can no longer loot the input side of dropboxes from the other side
Fix scrap hei gibs read/write after they were reverted by a previous change
Let's get ParrelSync to work with Rust:
Symlink CFG
Symlink Texture Bundles
Setup ParrelSync
Lean up the implementation - remove a bunch of unneeded stuff
Set sleeping bag team member names to null even if they fails (so they dont retain old data) should someone start a group and leave it
Dont do team member updates, instead just update any players bags who joins or leaves a team
Ensure all other team members bags are updated when any player joins or leaves, so that joining or leaving player loses their bag data
Ensure for connection is valid before trying to save
Fix any extra issues with auth (should've been using CanBuild)
try/catch our save method
Ensure labels work for offline members as well (of course they should)
Ensure team member name is valid before trying to load it
Create system to emulate if a 'MoveAllItems' call will pass or fail - ugly as hell
Display a message to the user if the drone marketplace is full before attempting to do the transaction
team_bag_label_fixes -> main
Rewrite team bag labels to just use save/load rather than bothering with RPC
Refresh all team bags when someone joins or leaves the team
Ensure building priv and hammer are required (this was stomped somewhere)
gunshot_network_range_improvements -> main
Ensure the AK variants have the same sound range as the base ak
If terrain height is greater than water height then we should assume we are dry, and then run the volume checks rather than just ignoring the case and allows false positives.
head_lookdown_debug -> main
Occassionally if a players head look angle > 140 degrees consistently for prolonged update cycles, it could lose its pitch data, only preserving the yaw
decor_lighting_dlc -> main
Deployable snapping for the table lamp
Deployable snapping for the Mannequin
Added snapping to the spotlight
Added snapping support to the two types of beanbag
Bolty, HMLMG, L96, M249 and Minigun can be heard from 600 meters away
LR and AK can be heard from 500 meters away
gunshot_network_range_improvements -> main
Restored bolt and l9 to be 700 meters
All weapons can now be heard up to 400 meters away (50~ meters higher than regular network range)
Improve performance of BaseNetworkable::GetConnectionsWithin() by using a spatial grid to reduce the amount of players we need to check - rather than iterating over every player connection
main -> gunshot_network_range_Improvements
syncvar_load_fix_2 -> main