9,575 Commits over 4,444 Days - 0.09cph!
Added BuildingDark and BuildingVeryDark environment type
Subtracting SteamNetworking_MultiLane_3 while we're waiting for a hotfix for certain servers no longer showing up in the server browser
Updating steamclient libraries to latest
Initial tests (don't get too excited, this is never going to work)
Delay reflection probe update during weather sting effects (lightning)
Bunch of convars for testing:
reflection.resolution
reflection.updateinterval
reflection.timeslicing
Delay reflection probe update during muzzle flashes
Subtracting
67913 to ensure arctic base spawns on 3k maps
Spawn arctic base and arid military base after the main monuments so they don't occupy their spawn locations (since they do not have distance to other monuments enforced, they should still find suitable spawn locations nearby)
Merge from LoadMapFile (editor only)
Mac server build is no longer uploaded
Steam upload files for aux02 branch
DeferredMeshDecalRenderer error spam fix
LoadMapFile preserves prefab links when loading prefabs and entities
LoadMapFile can now also load entities from a save file
Skip prefab preprocessing in edit mode
LoadMapFile can now also spawn prefabs
Ability to load a map file into an editor scene (without ever hitting play)
Steamworks / Steamclient DLL updates
Reapplying all the vehicles merges (so they can be tested in local builds)
Reverting all the vehicle merges (let's test this on a branch first)
Fixed prefab preprocessing never running on entities that spawn as child entities / nested prefabs (this will need testing for vehicles after loading a save and for map entities after wiping a server)
Handle bones that don't exist on the server in BoneDictionary transform lookup
Added model component to MLRS
Timed explosive / thrown weapon bone attachment not prefers the bone that belongs to the collider that was hit (rather than using the closest one in world space)
Changed default entity penetration resistance to 100 (only applies to non-BaseCombatEntity-entities and BaseCombatEntitiy-entities without protection properties set)
Another attempt: Cull desert dwelling child entities from client (since they are spawned through entity networking) to fix entity ghosts
Forgot desert dwelling single C
Cull desert dwelling child entities from client (since they are spawned through entity networking) to fix entity ghosts
Added additional info to combatlog (after info, so hopefully won't break too many parsers)
Prefab updates to prevent duplicate desert military base dwellings and to preserve base layout through server restart
Added option to SpawnGroup to prevent duplicates of the same prefab within that group
Added bounds scale multiplier to SpaceCheckingSpawnPoint
Fixed edge case blocking way too large of an area for other player missions when a player accepts a mission
Subtracting
65396 since it didn't do shit
Fixed IndexOutOfRangeException edge case (untested, for helk)
Fixed WorldPositionGenerator NRE (introduced with the partial rewrite)
WorldPositionGenerator partial rewrite (fixed incorrect position calculation + missing valid spawn positions under certain conditions)
Fixed BeachGen having invalid spawn filter ("TopologyAny" checks are not allowed to be empty, since that will always be false)
Fixed mission objectives sometimes spawning in invalid locations (completely ignoring SpawnFilter)
Added World.LoadedFromSave boolean (can be checked in BaseEntity.Spawn and BaseEntity.Load to see if the current session was loaded from a save)
Fixed NRE during loading screen when loading demos without the matching map file