4,131 Commits over 1,219 Days - 0.14cph!
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
Fix compressed modded tag not being detected due to compressed tags not having a comma
merge from main -> fix_compressed_modded_tag
Fix pool leaking items when saving authList of TC
Fix code not working outside of editor
merge from main -> qol_auth_friends_tc
Rename firedProjectiles -> trackedProjectiles inside analytics class
Fix EventRecord being submitted twice due to FireProjectile & causing pooling errors
Add warning to EventRecord to warn if the data point is submitted multiple times & generally spot pooling errors
Fix NRE in Analytics.OnItemDespawn()
Fix NRE in ServerListManager.EnqueuePings()
Fix modded tag on client not working with new compressed tags
Fix compile error from title being changed to titlePhrase
Merge from main -> qol_auth_friends_tc
Fix aggregate packets per second not being counted correctly
Fix outbound packets not counted correctly
Fix network stats not being reset at end of frame
Add inbound & outbound bytes to network profiling
Include aggregates of "packets per frame" on the server
Add EntityProfiler to track total entities spawned per frame, as well as toggle for count per prefab per frame