121,961 Commits over 4,048 Days - 1.26cph!
Unlocked codelocks will show "Change Code" as default option
Replaced Stopwatch.Reset + Stopwatch.Start with Stopwatch.Restart
Enabled by default inside editor
Added client.maxreceivequeue and server.maxreceivequeue convars
Ensure maxreceivetime is still respected on the main thread even with multithreading enabled
Loop through frametimes from highest to lowest
Cherry pick
76944 - fix drone pitch not changing eye transform on server
Grid cell size tweak.
First bunch of weapon configs.
Rearranging and simplifying some things, cleaning up, removing duplicate code
Sleep network thread when read queue is at capacity and write queue is empty (i.e. we're waiting for the main thread to catch up with us)
Steam networking log tweak to be more in line with Raknet
Fixed client main thread accessing peer directly in some console logs
Startup parameter to enable network thread (-networkthread)
Encryption support (forgotten file)
shipping container building skin parts models wip
Reworking minimum transfer mode - when this is used the exact minimum amount will be transferred from a container (eg. a conveyor is told to transfer wood in 100 minimum increments, if that conveyor sees 140 wood in the input it will move 100 wood and then stop)
Fixed minimum move mode not working with category filters
Scene backup
Organized some files in the messy effects folder
Revised metal impacts. Sparking occasionally instead of always.
Apply more stuff from main thread & add session id
Setup Matt's improved gib models.
Disable networkCache for codeLocks to avoid "pooling errors"
Attempt to fix ModularCarGarage.FixedUpdate NRE
Optimized the conveyor screen process to dramatically cut down the number of RPC's required now that we are sending multiple items in a single tick
Adjust adaptor position on electric furnace
Grab hardware info on main thread & fix analytics not sending on client
Allow default items to be researched in the Research Table for 10 scrap
Add a warning explaining that this is only needed for industrial crafting
Cherrypicked reworked oil rig textures
Nuclear missile silo room and dressing progress
Baseline (disabled by default)
Bunch of cleanup, refactor and optimisations.
merge from lunar_newyear_23
Changed LODs of the road safety barriers
Placement checks can now ignore a specific mounted weapon (for swapping).
If swapping a weapon with a larger weapon, try and fit it in surrounding space if possible, otherwise don't allow swap.
Refactor best placement calc
First pass on a new "default industrial blueprint" item that can be created cheaply and modified after crafting to point to a different default item (primitive items, dlc items, etc)
This blueprint can't be learned by the player but can be inserted into an industrial crafter to allow crafting of default blueprint