136,088 Commits over 4,444 Days - 1.28cph!
Added a check to prevent IOEntities getting stuck in the UpdateOutputs queue repeatedly for a frame (was affecting liquid entities in some cases and causing processing to take 1ms)
Added some profiler samples to the IOEntity queue to help identify
Fixed laser detectors not detecting vehicles
Reworking mounting criteria again
-Assign hotspots to seating modules with a width and height
-Checks z axis so player can't mount car from above (which was rejected on the server anyway)
Work on getting simple button binds to not allocate
Converted the 10 trillion different footstep/jump/land for each splat & shoe type so they use nested prefab effects. Makes them managable to edit.
Added a callback to OnItemAddedRemoved in VehicleModuleStorage and update lock state in that as well as the fixed update
Fixes modules getting stuck in locked state if removed from vehicle too quickly after removing parts
Update protobuf codegen - Dispose will now throw if ShouldPool is set to false
Remove an evil ShouldPool
Add sanity checking assertions to MruDictionary
Fix a bunch of serverside pooling misses
[D11] Latest voice chat fixes
[D11] Latest voice chat fixes
[D11] Latest voice chat fixes
Added a max 10 second timeout for horns
Fixed horns not stopping if the player dismounts while honking
Only render instanced geometry for main camera (fixes slowdown when returning from inventory screen)
Final batch of ground effects
[D11] Latest voice chat fixes
[D11] Latest voice chat fixes
[D11][UI][#4240] Fixed chat and server Messages not appearing in ingame menus
[D11][UI][#4018] Fix for been unable to exit the map and map failing to load sleeping bags icons.
Fixed T1 carburtor not spawning
Recipes can now optionally require that the blueprint of the produced item is known before mixing will start.
[D11] Added server side check for max players, that takes joining players into account when a new client connects
Mixing table crafting costs.
More ui tweaks and item changes
fix for inventory slowdown
Making some small improvements to how ObjectMotionVectorFix works.
[Audio] Set up correct default loading in background settings and compression settings. Set up XMA on Xbox One. Just needs PS4 setting up.
Can now drag engine parts on to the engine sprite to automatically insert it into the correct spot (same logic as right clicking an inventory icon)
Disable lerping when a child entity is attached to any bone (not just for the "closest bone" feature)
Removed ancient NetworkPositionTick hack for child entities that should no longer be required
Cherry picking
50679 (parents send UpdateNetworkGroup to children that do not inherit their network group)
Merge from vehicles/horns
Implemented new horn loops
Merge from vehicles -> vehicles/horns
Implemented the vehicle block check on the sliding blast door prefab (holds the door in place rather than reverting to open)
S2P water treatment plant and power plant
Merge from comp (code review fixes + smart alarm sound)
Fixed door close interrupt behaviour not being run when closing a door via a door controller
Added vehicle detection volumes to cancel door closing on double doors (wood, metal and top tier)