122,144 Commits over 4,048 Days - 1.26cph!
Add the recording light back to the PTZ camera
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NMS progress & related files.
Merge Main -> Attack Helicopter
Changing MaxReceiveTime back to 20 (previous default value) for better comparability
Adjusting NetRead and NetWrite pool buffer sizes to eliminate chance for spills even when network queue convars are adjusted
Call EnterPool even when object is spilled (so any cleanup in there is still performed, which lots of existing code assumes will happen)
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PTZ camera temporarily goes out of focus while changing zoom level
Improved electrical FX WIP
Log monument of all gathered items with an entity, label junkpile & water junkpile spawngroup categories, fix growableentity not logging
SpawnGroup will try to find its monument when Awake() is called, can set "category" to manually set monument / loot source
Spark textures are half-res but less compressed. Cheaper, looks better.
Add wipe id to every server data point & send server info when server starts up
Consolidated culling indirect args
Log when a player's wipeid is initially set & move some of the aggregate functions to a seperate .cs file
Don't log events unless AnalyticsSecret is set
Consolidated indirect draw args into one buffer.
Moved culling calls into a command buffer
Pipeline fully working now, everything stays on GPU.
PTZ deploy improvements
PTZ typo fix
PTZ lod distance improvement
PTZ identifiers defaults to unset
Tweaked placement offset for standing rack
increase grid y cell count of stand
rename stand prefab/item and make it freestanding.
added an exit card logic for the NMS security room
More progress, moving the caret around an input field with emoji is now mostly working
Required some internal TmPro changes
Fixed native libraries not copying to the build output folder on the Mac build (has been working in old workspaces since the libraries still existed in the build output folder from previous builds)
Don't show a repair cost row on the popup if the cost is 0 items
Fix repair indicator not appearing when hitting a damaged item if the player has no relevant repair items in their inventory (NaN division)
Fixed refinery adaptor placement
Reworked storage adaptor deploy volumes to prevent placement when the storage adaptor is clipping into something solid
This generally resulted in inaccessible sockets due to the width check of the pipes
Should fix boxes placed under workbenches not being able to be picked up because they have a storage adaptor on them that can't be removed
Save respawnid of player on server to persist across restarts
Custom json serialization to avoid GC hell
Merge from io_line_thickness
Added the ability to adjust IO line thickness via the scene view editor
Clamped between 0 (current thickness) and 1 (very chonky)
Will only apply to Fluid and Electrical connections