6,939 Commits over 2,680 Days - 0.11cph!
Merge from playerstate (few fixes from review)
Clamp the un-hostile timestamp so it can never be for too long of a time (if the server's time changes)
Add player.resetstate to reset a player's PlayerState to default values
Fix aim jumping when stopping shooting when mounted on something (Mostly?)
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Change TOD_Time to use Update instead of FixedUpdate so it runs even when timescale is 0, and it uses its own fixed step loop inside to maintain behaviour
Add env.oceanlevel replicated convar that lets server admins change the water height
Fix demos failing to load after disconnecting from a server because World.Transfer was enabled
Fix missing speed parameter on windmill animation controller
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Add env.cloudrotation convar
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Disable official server check
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Collect playerstats batches into db table
Stats submission API, lock down the playerinfo APIs to official servers only
Unity intentionally updating a bunch of metas again to bug me (bunch of different icons)
Close the report dialog when escape is pressed
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Ignore the reported player's steamid (no self-associations)
Open the connection first...
Parse the EF connection string to get the SQL connection string out
Add an API to collect player associations and stick them in a queue
Dump player associations from the queue into the DB
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Fix missing dispose of the player state database
Save map markers in PlayerState so they don't get erased when you get killed (while offline)
Commit manifest and a bunch of other changes that generating the manifest results in (mostly just some fx prefab reserialization)
Commit generated LootSpawn junk so we don't have clutter in our Plastic added items list
Fix label disappearing from item info panels at some window sizes
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Fix protobuf codegen for doubles
Attaching PlayerState to the BasePlayer
Add PlayerState persistence table