240,281 Commits over 3,867 Days - 2.59cph!
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redux/intro co-op changes
redux/octopus multiplayer fixes
use stage.PlayerHandler for some Vibrate calls
wrapped AddPhysicsForce calls
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Engine - hide unused slots
Fixed gravity warning displaying when connecting to a fluid switch set to off
Working in unity2019 again
Fixed compiler errors in generated scripts
Font asset updates
Fixed a case where the gravity warning was displaying while connecting electrical components
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Added BLENDFUNC_MIN and BLENDFUNC_MAX enums
Added OnEntityWaterLevelChanged( ent, old, new ) hook
WaterLevel() for non player entities will report WL_Eyes(3) if touching water, rather than WL_Feet(1) when fully submerged
Simplified Network.Write into Network.NetWrite so it doesn't need to be derived
Use steam networking if running with -swnet
Specialized NetworkClient just for playing demos (so we don't have to implement it in every implementation)
Added DepthAwareBackgroundBlur effect
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Fixed possible NRE in PxcEffectTransformRing
Fixed saving read replays
Added test replays of all Invasion stages
[D11] Fix for muzzleflash disable causing null ref when weapon breaks
IN_MODIFY => IN_CLOSE_WRITE for linux auto refresh
IN_MODIFY => IN_CLOSE_WRITE for linux auto refresh
Added steamnetdebug to toggle debug info [0-8]
[D11] [UI] Adjusted monument keys in translation file to match facepunches existing phrases.
[D11] [UI] Fixed harbor translation error, added missing monument translations to translation file.
[D11] Rock Material Size Fix.
[D11] Industrial Building Optimisation.
Added a command to run a single benchmark scene
Added SteamNetworkingUtils.ConnectionTimeout
Added SteamNetworkingUtils.Timeout
Renamed SteamNetworkingUtils.GetConfigInt to SetConfigInt
Fixed dispatch double callbacks when server initialized
Cleaned up SteamClientClass/SteamServerClass
Using shorter NetAddress.From
Renamed var ConnectionInfo from data to info
Added a bunch of functions/properties to NetIdentity
Added a bunch more functions to NetAddress
ConnectionInfo exposes NetAddress, NetIdentity
Added NetAddressTest
Debug output for SocketInterface test
[D11] Force demo playback to load map from streaming assets, fix for reading from streamingassets on ps4
Async projectile raycasts, and use Unity's backface raycast instead of an extra manual cast
[D11] PS4 bug fix for save system requests/NP Toolkit requests deleting each other + extra debug logging for sign in flow
Fixed divergence related to SpawnPattern calls