122,203 Commits over 4,048 Days - 1.26cph!
Check and dismount any riders that are too heavy, not just the driver
dismount any riders if saddle is removed
Clear Flag_HasRider when mounted player count is 0, not when any player dismounts.
Added third mount point, use correct ones depending on saddle type.
Support for all LODs, trimming LOD buffer sizes to save memory.
merge from AOTransparencyFix
merge from sam_site_anchoring
never show occupied menu.
update mount flags and max capacity after item change.
client-side friendly version of HasSeatAvailable
Fix attempt for blurry screenshots when taking a screenshot from the console view. End the blur on the next frame instead of lerping it.
Merge AOTransparencyFix -> ScreenshotConsoleBlur
Fix normal screenshots coming out with transparency!
Can now remove pings (single tap of ping button)
Disable ambient occlusion when taking transparent screenshots, as Unity renders the AO as transparency
Shrink pings
Don't update marker label every update
Fixes
Minor fix - old method name being used
- New IAmmoContainer interface.
- New ServerReload( IAmmoContainer ammoSource ) method in BaseProjectile allows server-side reloading that uses ammo.
- PlayerInventory and ItemContainer implement IAmmoContainer.
- Attack heli turret now uses ammo when reloading.
- Attack heli turret entity ID now syncs to client.
- Renamed FindItemsByItemName to FindItemByItemName (it only ever finds one item).
Applied IAuthorizeEntity to codelocks & fixed authradius command to work with codelocks
Made the type in two places
Default keybind (mouse3, temp)
Alpha pings down to 0.2 while aiming
Fixed a typo I couldn't find earlier & Vis.Entities has to check BaseEntity.isServer
Refactor after code review
Remove analytics DB, instead use a hash of steamId + serverWipeId to get playerWipeId
Fixed marker input field triggering keybinds
Compile fixes, sync progress
Refactor projectile tracking a bit
Log every projectile invalid
Log projectile updates in BasePlayer.FiredProjectile
Use diamonds for pings, circles for map markers
Merge Main -> Attack Helicopter
Re-export with less busted alpha, add new icons
Committing a failed experiment. HeldEntities can now access inventory for reloading which is not that of a player. For example the inventory of a gun turret that they're in. Have the heli gunner control the turret gun as if they're holding it. Removes most of the need for duplicate code, passing inputs to the server side etc. But too many changes required in the end. However, this is all complete apart from syncing the attack heli turret inventory contents to the client.
Add ILootableEntity interface and add "LastLootedBy" to all lootable entities, use that instead of a Dictionary tracking lastLootedBy
Use Facepunch.Pool instead of manually pooling MemoryStream & List<EventRecord>
Iniital fixes after code review
Additional checks on the SAM site to ensure it doesn't defy gravity. Now destroyed when the floor below is removed
Refactor aggregate methods
Log aggregate blueprint counts for online players every 1hr
Log aggregate entity count for server every 1hr
Log player positions every 1 min
DoubleSaddle rig/skinning. Added to horse prefab
Added inspector which shows active renderers and allows hiding / showing specific renderers.
Merge from main -> gameplay_metrics