6,993 Commits over 2,771 Days - 0.11cph!
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Allow permenantly deleting twitch drops from the in-game inventory UI
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Add a tag to all existing twitch drops so they're easy to identify
Merge from nexus/fix_tick_parent_id
Fix framerate dropping to near zero when painting quick long strokes
Consolidate some burst util methods into FP.System so they are reusable everywhere (compile fix)
Merge from paint_stroke_fix
Finish making strokes not overlap with themself, which was making it difficult to use low opacity values
This makes it behave more like a real painting app where you can't paint over somewhere that you already painted in the same stroke
https://files.facepunch.com/Rohan/2024/May/29_11-16-AdvancedNorthernfurseal.mp4
WIP fix for low opacity not actually being low when spacing is very low
Add paint.leftsided convar to change the painting UI to be on the left side of the screen instead of right
Fix paint brush sizes less than 2 having gaps
Increase max paint brush size to 100
Make the sign painting UI follow the UI scale option
Fix soft brush texture not set up the same as the other brushes (made RGB all white so only alpha changes)
Fix incorrect paint texture resolution for landscape and portrait picture frames
Possible fix for parented players getting teleported far off the vehicle after a nexus transfer and probably getting killed
Might have only affected players with admin permission because antihack should have prevented it
Remove redundant player rotation set after swapping a passenger to the driver seat
Add some code to dump nexus transfer requests to a file as JSON
Fix formatting not working for bullet/numbered lists for the in-game news
Fix in-game news header stretching/squishing
Show "not in service" on the ferry's sign if the ferry is going to be removed
Wait a second after sending the nexus.redirect command before kicking the player off the server
Increase delay before disconnecting in nexus.redirect command to give the loading screen a better chance of rendering
Should fix the game stalling for a bit before you see the loading screen saying you're changing servers
Might fix passengers in vehicles needing to manually reconnect in transfers
Fix some incorrect transformation in RepositionEntitiesFromTransfer
Add some logging to troubleshoot why positions might go bad after a transfer
Auto-reopen the attack heli gunner UI after transferring between servers, if it was open before transferring
Fix the gunner UI postfx overlay staying active for the gunner if the heli turns off while the gunner UI is open
Freeze hot air balloons in the air while transfer protected so they don't fall into the ocean
Allow hot air balloons to transfer servers
Clear LoadingAfterTransfer flag before disabling transfer protection
This issue made helicopters not know that one player on the helicopter is ready to play
Should fix driver incorrectly swapping with passenger when 2 players are on the helicopter and the pasenger loads in before the driver
Auto disable transfer protection on load for helicopters without a driver, just in case that happens
ForceUpdateTriggers for the previous heli driver after a passenger takes over
Abort the waiting for players loop on the client if disconnected from the server
FP.ArrayPool fixes to not return too small buffers
Optimize ReadFromStream(Stream, int) to not allocate because the length is known
Fix broken reading delta protos (player ticks)
Game seems to run fine in the editor now
Fix writing incorrect padding for len prefixes
Refactor NetRead/NetWrite to use BufferStream underneath to properly support buffer resizing
Refactor to make BufferStream a class and support resizing the backing buffer automatically
Experimenting with updated protobuf codegen which doesn't copy data around as much