4,148 Commits over 1,219 Days - 0.14cph!
Set culling to 300m on tire stack, launch site grills in front of rocket building, walkways up the back, pickup truck
Fix green card room windows going opague <300m
Min 300m culling for all the pipeline prefabs used in launch, the crate cover & the planters
Add `minDistanceMultiplier` to RendererLOD to prevent mesh.quality scaling down LODs for low settings
- fixes windows becoming opague at low graphics settings
Apply min LOD scaling of 100% to all the prefabs with windows (airfield towers, launch site warehouses, launch site rocket building)
Fix windows of rocket puzzle building becoming opague past 60m
Fixed not seeing gaps in windows in launch site warehouse buildings past 100m
Fix not seeing gaps in airfield tower windows in launch site by increasing LOD1 from 40m -> 350m
Fix a bunch of prefabs inside launch site that cull at 100m - 200m -> 300m (network range)
Fix pooling warning message by manually marking events uploaded in CSV as submitted to analytics
Change TimeSpan to be sent at nanoseconds instead of float seconds (for new analytics data points)
Don't include invokes with zero calls in a frame
Ensure csv files have .csv extension
Track execution time per invokes
Merge from main -> analytics_server_profiling
Default every single SQLITE table to `fastmode` = true
- `fastmode` also sets synchronous pragma from FULL -> NORMAL
Fix the demolish option being the default option when opening radial menu even though it's the last option
Add convars to scale throw distance of grenades (so right click can be a short toss instead of droping a live grenade at your feet)
Try disabling ambient volumes (the thing that makes it dark inside buildings) to increase visibility
Add `barricades_in_monuments` convar to allow barricades to be placed anywhere in monuments
Add `barricades_decay_override` convar to set forced decay time of barricades
Default to sending replicated convar to server instead of telling me I can't run it clientside
Add replicated convars to scale player movement speed clientside
- movement_speed
- sprint_speed
- jump_height
- fall_damage_threshold
Allow grenades & explosives to be modded
Visual studio automatically adding incorrect using statements
Loadouts now save ammo count of weapons
Fix bunch of CLIENT & SERVER compilation errors
Add commands to add spawnpoints to the server at runtime & load different spawn points
Allow server to specify a default loadout with `defaultServerLoadout`
Allow server to overwrite start HP with `spawn_hp_override`
Fix armor scaling convars again so they scale the amount of "extra HP" armor provides (so they act different than damage scaling convars)
Add convars to scale damage by region (head, torso, legs)
"Fix" existing armor convars to scale damage instead of armor (50% armor * 2 = 100% armor isn't useful)
Expose changing damage of weapons & armor protection values
Add ability to search entity & item names
Fix recoil properties not being modified
Expose recoil values for weapons
Add `mod_ents` command to search for entity shortnames
Exposing more things & lots of cleanup + organizing code
Serialize AnimationCurve as protobuf
Expose BaseProjectile fields too
Expose clientside variables (firerate, deploydelay, animationdelay) to be modded by server
Add `mod {prefab} {field} {value}` command to allow you to modify weapons at runtime
merge from main -> fix_eventrecord_pooling_error
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Fix multiple compressed tags not being parsed correctly in client browser
merge queue_tracking -> analytics_server_profiling
Track queue size, events processed & execution time per queue per frame
- bool to enable / disable it of course
Split ObjectWorkQueue out of ObjectWorkQueue<>
Rename some variables to uppercase
merge from main -> analytics_server_profling
Recycler now also RNGs out remainder of resources when crafting recipe has >1 of an item rather than rounding up
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Fixed high wall building guide clipping through ground when movement was blocking it instead of staying on terrain
Fix gun shooting slower when it has muzzle boost + burst module rather than burst module alone
Recycler now gives out remainder scrap rather than rounding up scrap values
- also fixes some components giving 1 extra scrap due to floating point errors