192,957 Commits over 4,049 Days - 1.99cph!
[D11] Manage Jenkins PS4 region builds
Fix connection events not triggering when manually closing the connection
null check in Building.SetFinished
Call EnterPool on entity views that we destroy so we unsubscribe from events.
ResourceView event subscription fix.
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ButtonSound component can override clips used for, added support pointer up/down and toggling and overriding each event
customisation editor fixes
made a start on possessions rework (not compiling yet)
Updated models in prefab, added gibbable scripts
Hot Air Balloon LODs and Gibs
[D11] Fix for network debug log callstack suppression causing thread exception on clients.
Fix not being able to connect again
Updated env_wind to affect treesway on its own
Updated steam.inf
Restored Half-Life 1 turret entities
Update ignore.conf with even more post-compile useless folders
Better solution for the same thing
Fixed RebuildSpawnIcon() not taking bodygroups into account
Entity.SetModelScale is now limited to +-400 on server (unclamped on client)
Send a full character state when group or group subscribers change. Fixes state not getting fully sent to new connections
Fixed a crash issue with Vehicle.GetVehicleViewPosition
Vehicle.GetVehicleViewPosition's only argument is now optional ( defaults to 0 )
Fixed a few Vehicle functions returning garbage in certain cases ( GetVehicleViewPosition, GetPassengerSeatPoint, GetWheelContactPoint )
State diff was getting processed twice unnecessarily
Character kept nagging about "Facepunch.Bass.Serialization.Serializer<GameData.CharacterState>' is obsolete: `Don't bother using this any more'", so I've removed it and converted the state sends to use the newer system.
Rename team balancing. Make it clearer that is does NOT rebalance automatically in all cases, e.g. When imbalance happens due to player disconnections.
Added server-side verification for client character selections
Fixed confetti trophy, effect pivot needs tweaking I think.
Bots now respect auto-balancing team selections
work in progress, only preprocess prefabs that aren't directly referenced by other assets
Don't use Time.time for auto muting to avoid possible issues with float precision
Fixed Cargoship interior ambience collider not flagged as trigger
Human initial pool allocation = 16
simplified item/mission validation
Server validates player records (customisation items/missions) on login, removing any deleted items/missions and ensuring they have the default item set.
Removed hardcoded item default values, now taked from the customisation DB, item definitions can be marked as default.
Show a different message if players can't connect because the server is full
Handle some more raknet packets so we know if the connection failed
[D11] WIP Options Menu now accessible from Main Menu