5,983 Commits over 4,413 Days - 0.06cph!
Testing a rubberbanding theory
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Reduced rain probability some more
Network++
Added batching to all compound walls and barricades from the second texture atlas
Fixed protocol mismatch messages being reversed
Sleeping bag no longer teleports the player, then respawns but instead uses a respawn overload
Optimized ragdoll bone copy
Added asset warmup to bootstrap (needs testing, disabled by default)
Enabled read/write on concrete wall meshes
Asset warmup is now enabled by default
Moved asset warmup to the first time a server is joined
Fixed possible NRE in Model.SyncBones
Sleeping bags can no longer be placed in nobuild zones
Sleeping bags cannot be stacked as much anymore
Sleeping bag collision is less annoying
Sky and moon brightness tweaks
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Added BasePlayer.MovePosition (for mods)
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Added "teleport playerA playerB" and "teleportome player" console commands ("teleport player" also still works)
Renamed teleporttome to teleport2me cuz that's how 1337 I am
Added client.fps and server.fps console commands
No longer make all admins female (added dev.gender as a replacement for testing)
Fixed player shadow lagging behind, which made first person feel weird and laggy
Added proper overlay UI layer that's above all other HUDs, visible if any other HUD is visible
CommunityEntity.FindPanel now uses hierarchy-based paths
Added move method to sphere (see bug report 720825)
Added capsule shape helper class (for step detection tests)
Replaced PlayerWalkMovement.TraceSphere with Sphere.Move
Reapplied GameTrace optimizations
Fixed animal and player GameTrace colliders being offset and often too small
PVE servers: Don't allow any construction damage from players (players were running out of cupboard range after placing C4)
PVE servers: Demolish is available forever instead of just 10 minutes
Fixed potential GameTrace issues when inside of colliders
Further reduced dynamic memory allocations in GameTrace
Added Overlay/Top (for custom UI from mods during loading screens)
Fixed root bone reference of player model prefab (bone list no longer includes mesh LODs and shit)
Deleted shatter toolkit (seemingly unused, naming conflicts)
Refresh canvas sort order after showing or hiding loading screen UI
Stop projectile if no penetration resistance can be retrieved from the entity that was hit
Fixed potential NRE in SkinnedMeshCollider.GetDensity
Projectile simulation uses exact time and movement stepping (finally makes ricochet work as it should)