252,400 Commits over 3,990 Days - 2.64cph!
[D11] Asset Optimisations
Added Friend.RequestUserStats()
Added Friend.GetStatFloat
Added Friend.GetStatInt
Added Friend.GetAchievement
Added Friend.GetAchievementUnlockTime
rigged and created idle on animation for sprinkler, updated prefab
Ignore enums with "Force32Bit" in their names
Added SteamNetworkUtils.OnDebugOutput, DebugLevel
Fixed SocketInterface duplicate connections, callbacks
dung updates/tweaks.
reduced the water requirement gene multiplier.
Added StructFunctions
NetMsg uses the flat function to release
[D11] Bandit Camp Fog Update.
[D11] Projectile optimisations, capped ranges and capped lifetimes.
[D11] Projectile optimisations, capped ranges and capped lifetimes.
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Randomise saturation check, implement is powered checks and longer interval between saturation checks
Fix sprinkler fx playing incorrectly when it is enabled via LOD
Added a precache option to ParticleSystemContainer that precaches all required LOD components and ParticleSYstems in PrefabPreProcess rather than via GetComponents at runtime.
This also fixes the case where multiple LOD components on the same particle system are not called by a ParticleSystemContainer
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Cleaned up fluid switch lods
Sprinkler fx fix
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Sprinkler prefab stuff & missing meta.
No transparent headers on some modals
Add messages back to the mock server
Allow TriggerParent to hook into the dismount system of a mountable, automatically dismounting a parented player if they clip into something
Show team chat loading indicator, show special screen when the chat is empty
New TriggerParent doClippingCheck option, which de-parents parented entities if they clip into an obstacle.
Ensure IOEntity processes outputs if any slots passthrough has changed, not just slot 0
Can override passthrough amount per slot to disregard the energy / outputs calculation
Updated sensor to work with new IOEntity changes, too much water and not enough water checks are now in place
Scene backup (backdrop stage)
added horse_dung model and materials
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Don't update passthrough/energy amounts if the incoming energy is from an IOType that is not this entities type. Fixes hybrid props (like the fluid switch) treating power input as water in some cases
Move fluid switch logic into it's own class, revert ElectricSwitch to original state
Fluid switch mesh hookup, icon, gibs
Fix rivers being offset above the ocean instead of staying under
Added IsSteamChinaLauncher
Bunch of general refactor/cleanup/fixes/tweaks.
Try to define whether interfaces are shared/client/server only a bit better