199,209 Commits over 4,140 Days - 2.00cph!
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Some graphics options tweaks
Metas and fixed a stupid UI infinite loop
Fixed LODs showing in workshop
Added Viewmodel viewer in Workshop
Fixed inventory NRE on startup
Improved server/client sync for vehicle hits
Fixed some more unit replication bugs.
Better/simpler system for player being pushed by external objects.
Desires Persistence (may still have some issues)
Added damage - but it doesn't work in this mode because it's on the server and hitboxes are on clients. To Be Updated.
Removed the whole player world model and hitbox system on the OWNER client. Everything was taking double damage as both owner and proxy clients took the damage and sent it to the server.
tweaked revolver view model animations
Working player damage from vehicle hits
Merging in vehicle collision update.
Fixed proxy players sending damage to the server. Only the owner client should actually send bullet damage, or else every person observing two proxy players shoot each other would have them send damage to the server, multiplying the damage done.
Load game screen, added some more metadata to session saves, lots of UI fiddling
Attempting to fix player position persistence, missing something...
ManagerExtension persistence data support through generics
Remove PlayerComponent.ID stuff that we dont need anymore
Fixed Racing Stripes Chest Plate not being for sale
Fixed legacy LODGroup on code locks not disabling when pooled
Fixed a bunch of items not being for sale
Fixed fantastic graphics preset having fucked up shadow cascade settings
Forced sign shader recompile
Trimmed steam specific stuff
Fixed building parts occasionally not disabling after being batched (causing draw call performance issues)
Added batching to non-moving parts of shop fronts
Consoles hate linq.. fuck this shit
Working on game reset support with new session approach, not quite working yet.
clutter spawn, network++, cmd, loot / vehicle mask
Fixed a shitty build only bug with network entities in buildings.
More damage on car impact.