10,480 Commits over 4,171 Days - 0.10cph!
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Removed LookAt weight smoothing from PlayerModel to see if we can do it with just the animator curve
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Fixed respawn not setting lastPositionValue until the next client tick is received
Server backup timespan calculation fix
Server keeps 4 backups of the identity folder with increasing time intervals
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Fixed lastPositionValue being uninitialized on a freshly spawned player
Server save optimization test
Added SavePause component (pauses auto-save for the lifetime of this entity)
Added SavePause to cargo plane prefab
Fixed player skeleton gizmos
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