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910 Commits over 396 Days - 0.10cph!

1 Year Ago
Add a solution config that only builds the new Client/Server projects, rebuilding the whole solution takes too long.
1 Year Ago
Add reset static field attribute to base mono behaviour and handle all of the inherited types with static fields. This will ensure we also catch new static fields in the future without manually adding attributes
1 Year Ago
Handle dictionary/list/native collections/abstract classes.
1 Year Ago
update from main
1 Year Ago
merge from naval_update
1 Year Ago
Change domain reload toolbar color/tooltip when enabled without CLIENT and SERVER constants
1 Year Ago
update from main
1 Year Ago
Mute hidden value finalizer if we're entering playmode with domain reload disabled.
1 Year Ago
Fix ownership share with buried weapons
1 Year Ago
Set client entities internal value instead of resetting the hidden value itself
1 Year Ago
Add a domain reload toggle to the toolbar, add editor settings to disable both compiler simulator and domain reload toolbar buttons.
1 Year Ago
Fix conbutton states not getting reset.
1 Year Ago
Unsubtract max health changes, fix loading saves that were created before max health persisted. Also fix loading old buried item saves.
1 Year Ago
merge from dev
1 Year Ago
merge from main
1 Year Ago
Fix camera jumping when alt tabbing back into the game or clicking into the game view in editor.
1 Year Ago
Fix flashlight and laser sight attachment effects getting stretched when toggled during inspect animation or by unequipping/equipping the weapon.
1 Year Ago
Fix client compile error
1 Year Ago
Handle static array constructors, skip convars when resetting static fields.
1 Year Ago
update from main
1 Year Ago
Network max health, add debug.setmaxhealth convar.
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
Let backpack weapons be buried after a backpack despawns, maintain item condition when digging the item back out, fix ownership not being set, handle duplicate expiry times.
1 Year Ago
Add basic ghostship for testing until collisions get fixed, add ghost ship to proc map(wip)
1 Year Ago
Setup ghost ship entity
1 Year Ago
Add newly generated projects to the solution build configuration, otherwise the solution won't build. TODO: Generate client/server projects for the main assembly dependencies and use those projects instead.
1 Year Ago
merge from main
1 Year Ago
Enable burying on seasonal weapons
1 Year Ago
Enable burying for attachments (splitting this so its easier to subtract if needed)
1 Year Ago
Enable burying on a set of weapons
1 Year Ago
Fix bugs, make expiry time into a cvar, add random chance to bury an item, don't allow items to be buried by default.
1 Year Ago
Make it so buried items don't expire while the server is down, rename expiry time to match the new behaviour. Fix buried items not saving.
1 Year Ago
merge from main
1 Year Ago
Dispose of native arrays at the end of query vis job.
1 Year Ago
Implement being able to find previously dropped items by using the metal detector.
1 Year Ago
Add min/max value descriptions to NBZ cvars.
1 Year Ago
merge from /main/nametag_clipping_fix
1 Year Ago
Add a null check to query vis job runner to prevent crashes on disconnect.
1 Year Ago
Add editor preference setting to generate Client and Server project files. Edit -> Preferences -> Facepunch -> Project Generation
1 Year Ago
merge from nametag_clipping_fix
1 Year Ago
Move useJobs into client code
1 Year Ago
Make new no buiid zone shader more transparent.
1 Year Ago
merge from main
1 Year Ago
Add a QueryVisJobRunner to handle visibility checks in batches while also allowing for layer mask filters. Name tags are now a lot more stable with the magic offset removed and physics based visibility checks. Split the bot.crouch command into two client/server commands.
1 Year Ago
Add admin "bot.crouch" command to help test with nametag visibility testing.
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
Reset pools and fix evil runtime fields on scriptable objects. - Craggy Island now runs, as far as I can tell everything is functional but I'll test it a bit more with other scenes.
1 Year Ago
Improve no build zone visual by adding a ring that gets brighter as you get close to it at any height.