8,451 Commits over 2,131 Days - 0.17cph!
Additional visibility check boosts framerate a bit more
Added a system to disable movement and animations on characters on the Client when they are not in view of the player. Gives me an FPS improvement of 20-70% on the previous commit depending on where I'm looking.
Fixed door interaction error
Spawning shit in bins now
Bigger framerate boost from hiding characters
Limiting framerate to 144 when in menus. Unlimited in-game. Prevents graphics cards freaking out.
Giving some NPCs a natural inclination to try level 2 drugs as well as level 1. Deterministic based on networkEntity ID so server sync isn't necessary.
Modified NPC UI - Don't show level 3 and 4 drugs for now
Fixed nav generation for doors that was broken by changeset #2411. Note that NPCs are still locked out of using doors right now, since changeset #2407.
Merging in changes to go in this week's release.
Fixed network group not updating when in vehicle
Made the SwitchGroup call recursive. Previously if you were in a vehicle, your helditems would disappear when changing network groups since they were two levels deep.
Made some items cheaper,
fixed map icons,
fixed item producer
Death messages (maybe)
Item producer fuckups (maybe)
Safe placement fix, bin spawn table
Fixed item producer error
charracter and shop and world art mods (rest tommoz)
Merging the latest in from Main
Testing a network simulator implementation. Some issues currently
Delayed receivers as well. This is still a super buggy in-progress thing - don't use this!
Fixed StateQueue GetUpTo code that got results backwards and didn't respect the maxToGet
Network Simulator is good now! Also merged a fix from Main.
NPCs stop when player approaches with sellable items. Prevents issues with latency when trying to interact with moving NPCs.
Removed the "paying welfare" print
updated pistol model (viewmodel)
updated pistol worldmodel
Moving some interpolator stuff back from the protobuf project into the main one
Moved variable interpolation clock to be a single source per client.
Added reset system for leaving and joining servers
More interpolator improvements
updated textures and character parts
cop maps and tint changes
updated tree and shop objects
Merging in my work now that testing week is over.
Fixed a bug in CLIENT+SERVER mode
Getting the latest from Trunk.
Fixed package viewmodel casting shadow. Removed Debug log.