198,851 Commits over 4,140 Days - 2.00cph!
branching for CommandBlock implementation cus I'm probably gonna fuck something
Fixed hair issue with multiple cameras
Fixed core shaders compile warning
CommandBlock protobuf definition
WIP CommandBlock code implementation
Update core shader base; repacked core/generic
Updated core/hair shader to latest
Rocket factory / lift shaft ladders / UV map fixes / ladder fixes / fixed gaps in geometry / material tweaks
Optimized Anisotropic Filtering and Trilinear Filtering settings on workshop skins (perf)
No longer globally force the minimum AF setting on all textures, only limit the maximum instead (perf)
Roof module, scene update
Complete missions, get money.
Fixed the cash getting method. Previously it would return a max of one of each note type.
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Actually fixed NetworkSimulator buffer issues properly (I hope). No more client spewing errors
Fixewd bug with copying memory streams that was breaking my NetworkSimulator
Mission failure on character death
Grand canyon valley wip.
Fixed the mismatched grass colors & spec, just to soothe my delicate soul.
Fixing some errors in Server mode. Removing orphaned meta files from the recent merge.
Get rid of the warning for setting later in OnValidate, plus clearing unused meta files again.
dropbox no longer tosses items submitted when full into the world (stay in input slot)
use curve to weight aimcones
Fix warnings about "SendMessage cannot be called during Awake, CheckConsistency, or OnValidate"
A bit more work on stress testing the R*-tree.
More work on R*-trees and influence queries.
Rocket factory / split rooms into separate objects / scene update
Rocket factory / created LODs and colliders for collapsed walkways / cleaned up walkway meshes
Space center sign model LODs/Prefab/COLs
Launch_site scene update
Image effects and test arena
Launchsite office side bespoke pavement meshes/LODs/COLs/Prefabs
Modular pavement building kit prefabs (should be used to prototype then rebuilt in max, culls at 100)
First iteration on an R*-tree implementation. Needs more testing before actual use.
Rocket factory lift room dressing
Adjusted maxrpcspersecond default value
Optimized BasePlayer.Find_Clientside / FindByID_Clientside / RegisterForVisibility / UnregisterFromVisibility / ClearVisibility
Player now flash red when taking damage
Added maxpeerspersecond client convar (counteracts P2P packet flooding)
Fixed foliage shader handling of batched meshes
undeleted shooter projectile effect prefab
reworked turn processing into seperate start/end turn functions.
StartOfTurn match actions now get triggered.
Removed tile fall from control game definition.