200,327 Commits over 4,140 Days - 2.02cph!
Unlocks settlement level support (unlock can be triggered by a settlement level change)
Settlement levelling basics (check requirements on need satisfaction, event for unlocks etc)
Research UI button state checks research requirements, including settlement level
Unit needs drain parent settlement happiness relative to inhabitant count
Settlement level requirement checks buildings
looting wounded or sleeping players in safe zone marks you as hostile
Fixed underwater decor maximum crate population exceeding spawn positions available
Local player footsteps are quieter than other players
Boat sounds
Chainsaw sounds
Misc sound polish & mix tweaks
no longer mark hostile when suiciding in safe zone
Added terrain anchors to compound monument
Merge from save162 (another staging server wipe, sorry guys)
started refactoring Server.OnReceivedMessage into a propper message handler setup
ClithAuthHandler.
PlayerID.SetSteamInfo().
Protocol.ReadAndVerify().
Cannot loot other player corpses / sleepers / bags inside safe zones
made protocol verification work again.
more general tidy up in Server/ServerConnection
RequestLeaderboardHandler
flare cost reduced (less gp from recycle)
Converted more serialization stuff
RequestJoinMatchmakingHandler
RequestCancelMatchmakingHandler
ignoring some unneeded stuff
ChatHandler
GameCmdHandler
More serialization conversion
Switched SSAO back to gbuffer normals; fix for liney vm occlusion and over-darken vegetation
Reverted Flare cost reduction
Removed Flare from compound vending machine
Only one player can use recycler at once fix
Fixed prediction errors caused by using Player.SetHull(Ducked).
RequestMMFHandler
RequestCancelMMFHandler
AcceptMMFHandler
DeclineMMFHandler
rebuilt male_facial_hairstyle_04 with new vertex colour, morphs and skinning
Fixed NRE in WearableSlot.Unit_OnSetView (broke gender select in tribe create https://gfycat.com/ImmenseSmartDiamondbackrattlesnake)
refactored message handler stuff so there's only ever one client ID lookup done not one per message handler
SettlementView draws disc meshes to represent its size/territory
Settlements debug panel, global config
Settlement leader API & persistence boilerplate