199,211 Commits over 4,140 Days - 2.00cph!
Collaborations persistence WIP
GameModes now use definition assets, provides session instance
Introduced IGroup to allow for better persistence data support via generics
Entity names are properly saved
Snapshot fuckery
Version++
Fixed bad tribe create music trigger
Attempting to fix the camera flicker on game laod
Bullet flyby playback improvements + sound tweaks
Fixed occlusion weirdness on a few sounds
Fix some weapons playing 3rd person reload sounds on deploy
Tiny bit of misc sound polish
toggled use vertex R on rabbit dens again for better shading
Let's make Proto happy and give PersistedCollaborationRequest a default constructor.
vm water bottle prefab update
reduced water bottle deploy time
fixed silencer icon showing overtop of revolver icon
Fixed client side socket handles sometimes not destroying
Added pooling to client side lock entities
backing up script to help with building creation
food gives very little to no water
bota bag cheaper again
can no longer drink salt water directly from ocean (gives warning)
drink option more easily visible when aiming at streams or lakes
updated techparts/tarp icon
metal frags drop less frequently than wood in barrels
lowered metal frag amount
phrases
vm water bottle anim updates
fixed repair bench consuming components anyway
cheap fix for buggy flashlights
Replicating units to client.
Reduced mesh decal renderer update overhead
water bottle world model drop + LODS
water bottle holdtype
crates no longer display health
waterpurifier costs 10 cloth instead of 15
fish & provides some minor hydration
updated prefab for "use R" on terrain (last check trying to do this wasnt effective)
Various script optimizations
Fixed NetworkEntity spawn fuckups
Server update schema periodically
Entity grids are now allocated on the fly
prepare prefabs (dropped waterbottle fix)
Disabled PropRenderer.Update
water catchers catch way more water (from fog)
Units are basically replicating properly now.
increased watercatcher health
Database can now load DataAssets by ID
Fixed name tags on sleepers sometimes not disabling completely
Added combining a low-freq mask (alpha) in blend layer
Fixed PauseUI not setting modal state
Reset various spawn population resolutions to sensible values
Refactored spawning to support progress tracking
Merged blend layer shader changes
downsized furnace cookie
added furnace light dancing
DId a pass on profiler samples to clean up and spot any bad matches
fix for crude barrel drops
Improving character collision by vehicles