5,507 Commits over 882 Days - 0.26cph!
new_console-ui/commandlist -> new_console-ui
new_console-ui -> new_console-ui/commandlist
Swap to using on toggle changed for animation play
Fix nre with new command list ref
- Add an open transiiton when opening command list
- Cleanup command list reference
- Add missing search bar reference
sendmodelstate_optimization -> main
Added a button to toggle open/closed the command list
Fix command.GetOverride() NRE when populating the command list
Add highlighted search through the convars (just like settings search)
- Fix console not pushing logs after inputting
- FIx autocomplete command list flex snapping at random intervals
- Expose current override value rather than default value
- 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