3,102 Commits over 915 Days - 0.14cph!
Merge from main -> global_networking
Fix attachment slots being out of order in UI
Fix moving attachments into weapons inside turrets swapping attachments "randomly" rather than adding them
Merge from main -> attachment_item_move
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Move canvas disabler addition to the correct part of preprocess
Apply PreProcess to core UI prefabs
Add canvas disabler to canvas in preprocess
Cherry pick from canvas_disabler branch
- canvas disabler component
- disable ui culling
Fix memory cells not reducing passthrough power by 1
Merge from main -> xor_passthrough_fix
Add deploy offset so all switches & splitter can be placed near the floor
Add team members to recently seen players (for assigning bags & auth)
Slight optimization
Fix weapons not able to be dragged and swapped
Clear ping queue when closing main menu
Disable ping cache lookup for normal steam queries
Disable cache & hide empty servers by default
Removed fast database mode
Redo queuing to make it consistant
Ensure server doesn't get queued multiple times per refresh
Prioritized queue system
Prioritize querying servers that have not being queried before
More fixes for sorting not being applied after querying server for ping
Added 'clear_browser_cache' to reset the cache
Sort servers when ping is updated & set logging as editor only
Toggling "Use Cache" will refresh server browser
Fixed weapon attachment restrictions per weapon not being enforced
Allow all versions of servers in editor server browser
Merge from main -> cached_server_browser
Fix hazmats being attachable to weapons
Merge from main -> attachment_item_move
Fixed compile error again ( GetHeldItem() is client only)
Fix compile error from CS
75929 (attachment_item_move merge)
Fix ping showing as int.maxvalue
Merge from main -> attachment_item_move
Fix NativeArray.Resize from merge
Fix FPNativeList after merge
Merge from main -> global_networking
Changed WaitForSeconds() -> WaitForSecondsRealtime()
Merge from main -> client_stall_detection
Switch Thread.Sleep() to CoroutineEx.WaitForSeconds()
Move MainThreadHeartbeat() from UpdateHandler to Client.cs
Mismatched folders & disable all full memory flags
Detect when main thread has stalled for >15 seconds and dump to disk
Modify stall command to allow >1 second stalls
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Fixed XOR switches passing through power without subtracting consumption
Fix splitter so it updates when child is destroyed (last commit didn't catch all cases)
Swap icons for active usage vs potential usage in tooltip
Splitter updates outputs when connected IO entity is destroyed or disconnected
Disable prototype that renders giant cube of building blocks
Add CustomEntityRenderer component to main camera prefab
Fixed rendering at inconsistant positions due to compute buffer type
Merge from main -> global_networking
Can right click attachments onto held weapon