2,785 Commits over 1,950 Days - 0.06cph!
Refactor a bit so multiple people can connect to RC entities at the same time
Only one player will receive control over RC entities which can be controlled though
Computer station UI will show if you are in 'viewing only' mode when someone else has control
Fix compile errors in different build modes
Remove IRemoteControllable.Occupied
Pass the playerID to IRemoteControllable.StopControl so entities can know who stopped accessing it
Make sure the CCTV resyncs its angles on the client to match the server in case they somehow desync
Client predicted pan/tilt for CCTV cameras from computer station
Calculate and use delta time between server ticks for autoturret lerping (because it uses invokes instead of update)
Add RealTimeSinceEx for similar functionality with extended precision
Remove external viewer flag logic from CCTV (unused)
Only allow changing an autoturret's RC identifier if the other settings can be changed too
Clamp aim direction when controlling an autoturret
Add client predicted aiming for RC controlled autoturret
Set up RC logic on autoturret
Make use of IRemoteControllable.Occupied to only allow one player to control drones/autoturrets at a time
Refactor computer station so bookmarks only remember the camera identifiers (no more entity IDs)
Fixes drone bookmarks not working after picking up and redeploying it
IRemoteControllable changes to use playerID instead of BasePlayer instances
Implement CanControl on Drone so only one player can control it at a time
Only allow picking up when not flying
Pick up will save the RC ID in the item, deploy will restore it
Spin the propellers when flying
Cherry pick
76944 - fix drone pitch not changing eye transform on server
Protobuf fix after merge
Codegen and manifest
Disable inheriting network groups on the elevator lift entity
Re-enable underground layers for network groups
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Adjust dynamic dungeon spawn points to start at y=1025 and repeat every 100 units (to be better positioned within dynamic dungeon network groups)
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Sync more flexbox changes (columns bugfix)
Sync latest changes from facepunch.flexbox (space-between/space-around/space-evenly, flex columns element)
Fix exit dungeon cells rendering a gap on the map (LOD5 is missing a bit of the path, switched to LOD4 instead)
Offset the map while in a dungeon so that it roughly lines up with where the entrance is
Disable underground layers for network visibility grid
Recalculate network groups for entities when loading saves
Run "Autofill MapRenderers" on all the xmas dungeon cell prefabs so they will render on the map
Fix dungeon map layer not re-rendering when switching to a different dungeon