193,466 Commits over 4,079 Days - 1.98cph!
Throw error if too many sync vars are defined
Developer logging and disconnect/kick for incorrect replications on both client/server
Some fixes for client authoritative queue packing
Seperate client and server packing queues due to listen servers messing everything up
Client now uses packed sending
Cleanup
Server: Fix error message about missing `InstancedDebugDraw` script
merge from building_los_fix
Jungle ruins d/e scene2prefab to fix an issue where items dropped below bromeliad bushes could become unpickable
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Deployable with no alternative checks fallback to the old behaviour
Proper kill switch using a replicated convar
Compile fixes
Merge from indirect_lighting_fixes
Bug Fix: Switching between different held items no longer changes the ambient lighting. Also fixed an issue with ambient lighting being darker than it should have been when inside camera-based environment volumes
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Batching system when sending packed sync vars. If all packed syncvars require a larger bitmask then split it over multiple send cycles
Fix crocs dying at jungle pond
Swap syncvar system over to using bytes rather than ushorts. We will never reach max 255 per entity as the current queue limit is 32 (due to the bitmask), even if we split the queue its fine
Server receive packed sync var methods
naval_update ➡️ scientist_rhib
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merge from feedback_server_version
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merge from jungle_update/hunter_vision
merge from vine_descent_repeating_fix
merge from heli_jungle_monument_fix
merge from fix_croc_car_and_shelter_attack
merge from wildlife_hazard_vis
merge from jungle_update/vine_pool
merge from boomerang_fixes_2
merge from vine_mountable_passthrough
Don't forget to register the haptic umsgs on server
Don't forget to register the haptic umsgs on server
Recalibrated for both extremes of the fog range.