4,201 Commits over 701 Days - 0.25cph!
Updating a sync var will invalidate the network cache - makes sense since new joins should be getting the new data, not the old one
Boolean to decide if changing that specific syncvar should invalidate the network cache or not
Serverside callback when the server syncvar changes
syncvar_loading_fix -> main
Stop syncvar autoload only running on the client
gunshot_network_range_improvements -> main
Bolty and l96 can be heard from up to 700~ meters away
Max before was around 350
decor_lighting_dlc -> main
syncvar_load_fix -> decor_lighting_dlc
Fix some syncvars not loading in properly
Add parrelsync so i dont need to redownload the rust project to have two editors
Prevent zoomitem NRE - check if the sky is null first
main -> gunshot_network_range_improvements
Fixed a bug causing simple signal broadcast happen when it should be the more complex one
More debug logging
Set MP5 high for the same reason
Every projectile weapon now has a maximum effect distance that the effect can be heard
Set the bolt to an insanely high value (FOR TESTING - NOT FINAL)
Effects can now be provided with a max distance
If this new max distance is provided then we will do an additional distance check to see if the effect should be sent to any connection within the new max distance
Eg effect will check distance to see if the other player is close enough regardless of default network range
Add in convar to enable/disable long distance sounds, force the longer ShouldNetworkTo entity signal check if i or occlusion are enabled
Only show sleepingbag team labels if:
Sleeping bag and player are in building priv
Have a hammer out
Fix a problem which would sometimes not display your favourite servers
Reduce the amount of search pruning: it was too severe:
We were overly pruning servers based on wipe and play times, but servers in the favourites aren't guaranteed to having these values.
This was causing us to excessivly prune search results that didnt need to be pruned.
Remove left over log in loading screen
▆▊▌█▇▄▍█▍▇█ █▅▅▋▇ ▋▊ █▉▅▇▄▄ █▋█▋██▅▌ █▊▉▍ ▅▇▊▋ ▅▉ ▊▊▇ ▊▄▉ ▅▉▅█▇██▍▉▌ ▍▊▉▅▍▉ ▅▉▄
Can drive in between obstacles better
Left side preference seems to be the way to go
Increase distance awareness
Better avoidance model
Rather than appending left,right,left,right directions append all left centre then right
When picking an avoidance direction attempt to pick a side that that containues with the ongoing steer, eg pick a left side if currently going left
Flip steering direction (was steering left when meant to be right)
Very simple, half working obstacle avoidance
Add classic boat wandering state
naval_update -> scientist_boat_ai
workshop_loading_screen_fix -> main
Fixed bug allowing the info header to still stick around
Fix loading into workshop scene showing incorrect server information
tugboat_shelf_fix -> main
Fix shelfs not working on tugboats
Calculate a bunch of ray directions in the bow and stern of the boat
Gives us some directions for steering behaviour
If premium is active dont show the default 5/15
Ensure null disconnect reasons arent parsed
Interaction toast now has an extended area which displays the kick or error reason over multiple lines rather than just a single line
https://files.facepunch.com/ianhenderson/1b2111b1/Unity_TqrkJwDgsd.png
Interaction modal buttons will scale to fill whatever room is left
Removed excess logs
Better loading screen preloading
Ensure default background is always shown
Stop the loading screen from messing up logos over and over again