userandererandrecancel

10,268 Commits over 2,406 Days - 0.18cph!

Today
Added optional receiveToEnd toggle to ConnectionManager.Receive and SocketManager.Receive (default true = old behaviour) Added SteamNetworkingUtils.Unencrypted Merge branch 'master' of Facepunch.Steamworks
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4 Days Ago
DoPrepare
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4 Days Ago
More DoPrepare fixes
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4 Days Ago
Meta file upper / lower case fix (part 2)
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4 Days Ago
Meta file upper / lower case fix (part 1)
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5 Days Ago
Committing game manifest prefab auto-updates
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5 Days Ago
Replaced a bunch of UnityEditor.EditorUtility.SetDirty with UnityEditor.PrefabUtility.SavePrefabAsset in DoPrepare Do I understand why? No. Do the docs explain why? Also, no. Does it fix the bug? Seems to.
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5 Days Ago
Added "Assets/Prefabs/Reserialize Selected Prefabs"
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5 Days Ago
Fixed spawn handler setting spawn population reference on the prefab instead of the instance (made purchased entities count towards wild entities)
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5 Days Ago
EffectRecycle tweak to ensure we're not reimporting things accidentally on the build server all the time
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5 Days Ago
Committing GameManifest LootSpawn generated files (build time debugging)
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5 Days Ago
Committing some more prefab auto-updates
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5 Days Ago
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5 Days Ago
EffectRecycle tweak to avoid prefabs thinking they've been edited in DoPrepare when they weren't (probably doesn't do anything)
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9 Days Ago
Moved ViewmodelClothing ForceLabel from OnValidate to DoPrepare
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9 Days Ago
Moved Model ForceLabel from OnValidate to DoPrepare
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11 Days Ago
Reserialized prefabs in Assets/Prefabs (counting 5355)
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11 Days Ago
Reserialized prefabs in Assets/bundled/Prefabs/fx (all 1092 of them)
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11 Days Ago
Explicitly running PreparePrefabs on all prefabs (only changed 8 files though)
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11 Days Ago
Merge from prefab_build_optimizations (this doesn't do anything on its own, it's just an editor tool)
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11 Days Ago
Added support for maxreceivetime to Steam Networking
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14 Days Ago
Refreshed Prefabs.txt and Prefabs.unity for the SDK
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14 Days Ago
Monument markers fall back to root game object name when phrase is not set Added assets/bundled/prefabs/modding/monument_marker.prefab for custom map monument markers (displayed name is taken from the PrefabData "category" string)
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15 Days Ago
Disabled async Steam callbacks, tick them on the main thread instead
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15 Days Ago
Merge from main
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18 Days Ago
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18 Days Ago
Better ReimportPrefabs / ReserializePrefabs (maybe)
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18 Days Ago
Merge from main
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19 Days Ago
Added "Assets/Prefabs/Prepare All Prefabs" menu item Added "Assets/Prefabs/Prepare Selected Prefabs" menu item Added "Assets/Prefabs/Reimport All Prefabs" menu item
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19 Days Ago
19 Days Ago
Added DoPrepare item to asset right click menu (good for testing)
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20 Days Ago
Replaced PrefabUtility.GetPrefabType since it's obsolete and it doesn't seem to work entirely correctly anymore
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20 Days Ago
Committing prefab auto-updates so the build server doesn't have to update / revert them every build
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21 Days Ago
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22 Days Ago
Added WeatherPresetType.Cinematic (never triggered by the automatic weather system, but can be loaded with weather.load)
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22 Days Ago
Send replicated convars in ClientReady to ensure the level has already been loaded on the client (cc rohan, please double check)
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22 Days Ago
Added wetness_rain and wetness_snow convars to adjust how wet players get
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22 Days Ago
Climate.GetThunder NRE fix
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34 Days Ago
weather.report now includes the exact parameters that are currently being applied to the sky dome
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34 Days Ago
Compile fix
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34 Days Ago
Allow weather.load while playing back demos
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34 Days Ago
Send replicated convar initial state when starting a demo
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39 Days Ago
Added rainbow support (currently disabled on all weather presets)
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39 Days Ago
Fixed low thunder probability values disabling stormy rain and snow effects (any stormy weather should use these)
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39 Days Ago
Merge from weather2
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39 Days Ago
The first 3 weather seeds in the editor always yield clear weather
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39 Days Ago
Early exit for weather.load / reset / report if climate instance is null
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39 Days Ago
Network++
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39 Days Ago
Merge from weather2
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39 Days Ago
Weather type percentages / chances are all synchronized with replicated convars, can be adjusted on the server
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