129,338 Commits over 4,232 Days - 1.27cph!
Renamed some prefabs, folders
Bunch more auth work, fixes and UI option consistency.
Reapply the caching present before the optimization with a nullable bool & ensure ResetState() will reset the caching
Power mannequins to change their pose
realmed OverlapSphere
- this isn't worth it, it's going to break the whole game to fix minor annoyances or in-editor mistake
Fixed RobotoMono material fuckery
Burlap shoes repose/lods - added female prefab
realmed GamePhysics.CheckSphere
- it's stupid that the PhysicsScene API doesn't have a CheckSphere, but the static one does
force World prefab spawning to spawn both client and server manager instances of the prefab in listen-server mode
- something hacky in bootstrap to not fail trying to build a navmesh, we're populating TerrainMeta.Path.Monuments twice here but it might be a non-issue beyond this one
- Can now pass a radius to debug.puzzlereset, or not to reset all puzzles like before
- Fix the command not working from the server console
Removed save file name from Craggy's GameSetup
Developer tool nav bar buttons
- Added RPC name under the info section of RPC packets
- Added global filters for server/client realms
- Added packet type breakdown of the top packets
- Clean restyle of the net graph
Added the old console to the new developer tool prefab for now
Added indirect instancing for the ballpit spheres
create GO for the client's physics scene to just hold a terrain collider (Terrain component not needed as it can reference the same TerrainData), should be able to share the static ignore grid still as well
Baseline, bootstrap spawns EngineUI2
Merging fpbuild related changes to main branch
Setting up EngineUI2_DeveloperTools prefab
Implemented a simplified version of the ball pit physics in a test scene
Auto auth player on placing steering wheel
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Fix for texture issue on 3p m15
Add Invoke<T>, Invoke<T1,T2>, InvokeRepeatingWithHandle to use InvokeHandler without allocating garbage
WIP code, parameters, setup
handle client physics tick and interpolation in custom PlayerLoopSubsystems inserted to run after their respective default scene's ticks
merge from automatedtesting