250,878 Commits over 3,959 Days - 2.64cph!
Update: ServerDemoPlayer - add debug option to log packets
Trying to figure out why some construction events are not being palyed back properly
Tests: played back a demo where I'm building multiple chained staircases
Fixed ballista SiegeWeaponVehicleAudio.StartReloadSounds NRE
Unpacked catapult mesh prefab, see if it fixes the unpooled bone names
Tweaked battering ram door max angles
Add support for alternative vending machine trades per era
Add TextureBuilder.WithMips() - auto mip count
Bitmap.ToTexture supports mipmaps
ResourceCompiler.Compile is async (but we have to run it syncronously)
New battering ram dismount pos
Fix nested prefab edge cases
Fix edge case when prefab with a variable referencing the prefab root was cloned
Tweak pickups so that grenade/tripmine pickup notices show correctly
Bugfix: ServerDemoPlayer - synthesize initial tick after loadign a player
Avoids server's perception of teleport, as ticks are delta serialized and after load of save have default values.
Tests: played back a demo on craggy where I stayed stationary the first 10 seconds. No longer generating errors.
Disabled the new terrain collision proxy collider added on horses, need a better solution
Added net_fakepacketloss ConVar for testing (0-100%). Fixed an issue where if a delta snapshot was received before an object was created on the client-side, it would remember the state wrongly. Fixed an issue with Network Refresh messages where, if arriving late, could overwrite Sync Vars with the wrong values
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Packet loss test command - send invalid snapshot ids back in ack, dont process them
More progress rework table
Add Bitmap.ToFormat( ImageFormat format )
gas cylinder mesh and model doc cleanup.
Removed the 30s repair delay on the battering ram head
Added more jungle scaffolding blockouts
Shorten tiger leap and growl anims for better blending, custom flee to go back into hiding then circle back
Use RPC for health/armour pickups
merge from primitive -> aux2
Bugfix: FullServerDemos - ensure initial save always happens if demo thread was toggled
Tests: recorded 2 demos in 2 recording sessions on one server session - both had saves created
Ensure AssetDatabase.SaveAssets() is called after manifest is generated
- seemed to work fine on build server without this but didn't save manifest locally until manually using Ctrl + S
KeyframeCurve, IInterpolator
AnimationClip / AnimationTrack
AnimationProperty
AnimationEdit
Don't draw effect rings w/gravgun (#2083)
Add math.IsNearlyZero() and math.IsNearlyEqual() (#2172)
* Add math.IsNearlyZero() and math.IsNearlyEqual().
* Rename `smallNumber` to `epsilon`
* Use 1e-8 for epsilon instead of max.exp(-8)
* Fix comments to match function arguments
* Remove epsilon variable, code style fixes.
Fixed ballista not repairable when hammering its subentity
Frontend Speedup (#2183)
* Update jQuery to the latest version
* Optimize images by adding lazy loading
* Remove unnecessary jQuery calls
* Speed up the loading of the mainmenu
* Optimize loading screen: use DOMContentLoaded and defer jQuery
* Replace jQuery to JavaScript
* Fix the screen resolution glitch when game start up
* Fix the code style to the current code base
* Returning the js script binding to the head block
* Remove unnecessary changes
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Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
Removed unused from InputContext
Bugfix: ServerDemoPlayer - wake up all recognized players
Players that are loaded from a save arrive sleeping, which prevents tick processing.
Tests: Played back a couple short demos where I didn't jump at the start - saw player move.
Add per-convar profiling when changing quality presets
Prompt to save current graph (if dirty) when pressing the Forward/Back/Home buttons
adobe wall and gate gibs and collision
Fixed Cloud Browser @installed tag not being filterable by query
Add [Hide] to TextureCoord.Title override
Minor MainWindow refactor so .shdrgrph files arent recognized as Sub-Graphs mistakenly
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Can now specify individual menu panels that will return to the main options panel when closed.
Added Item store, inventory and workshop menu panels to this list.
exported tree climbing anim tests for tiger
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