10,539 Commits over 4,324 Days - 0.10cph!
Added client entity pooling to locker
Added client entity pooling to search light
Added client entity pooling to liquid container
Added client entity pooling to recycler
Added client entity pooling to repair bench
Added client entity pooling to research table
Added client entity pooling to resource extractor storage
Added client entity pooling to auto turret
Added client entity pooling to flame turret
Added client entity pooling to stash container
Added client entity pooling to wildlife trap
FIxed a couple of serialization fuckups (public variables inside SERVER ifdefs)
Added client entity pooling to animals, presumably fucking everything up in the process
Fixed error from
20341 on entities that have their model component on the root entity object
Player name in death screen is the actual name on Steam (counteracts namespoofing)
Don't include the entire friends list in the F7 hacker report player selection (less cluttered)
Always put the most recent killer at the top of the F7 hacker report player selection
Fixed hack report player list ordering issues
Hack report player selection UI tweaks
Another hack report player list ordering issue fix
Fixed suicide clearing the last attacker steam ID, removing it from the top of the hack report tool
Keep last killer ID when switching servers
Reduced max client side rock scale (allows stricter AH)
Disabled prefab info debug
Fixed possible NRE in LootSpawn
Stop lerp script immediately when destroying a client entity
Log last attacker as killer if dying from wounded / fall within 60 seconds of the last attack
Fixed prevent building volumes
Binary skin cache implementation (improved skin loading time with less stutter)
Skins are now compressed in memory (reduced runtime memory usage)
Skin cache optimizations and profiling
Fixed Profiler sample mismatch when creating entity on the client
Run skin manifest JSON deserialization in a thread
Some skin cache tweaks (uses .cache file extension, supports loading from cache even if no source image exists)
Removed unused prefab instantiate from Skin.ReadDefaults
Added position / rotation to entity find commands
Added find_radius console command (returns info about entities in radius around player)
Added find_self console command
Fixed entity network group sometimes not updating (invisible animals)
BaseNpc kill optimization
Removed bullshit ref keywords from NetworkVisibilityGrid
Added FindInvokes method to InvokeHandler
Include list of active invoke method names in entity info (find_entity etc)
Twig building tier and wooden ladders can be placed inside the radius of unauthorized cupboards for raid towers
Auto turrets can see and shoot through twig building blocks (damaging both the building block and the target behind it)
Reduced twig decay to one hour delay plus one hour duration
Added wall sockets to top and bottom end of foundation steps
Tweaked ladder placement rules so they can be attached to the end of floors
Tweaked ladder trigger so they can be climbed from all sides and traversed around
Reduced health of low walls by 50%
Network++
Save++
Barricade nobuild volume tweaks
Flame turrets can see through twig building blocks as well
Updated scrap icon
Optimized environment volume tests
Added building environment type to environment volumes (to be used for monument buildings)
Ambient darkening via raycast only considers player buildings (everything else to be controlled via environment volumes)
Disable fog in underground systems (for proper darkness)