198,704 Commits over 4,140 Days - 2.00cph!
[D11] Remove UNET and MINIUDP support, simplify defines a bit.
Sleepers with parent update their model position every frame
[D11] merge back
28877 (sets default quality mode to "good", removes some potato only resource usage)
[D11] merge
28888 and
28832 back from milestone branch (ortho basis fix and neo garlic size fix)
[D11] Attempted fix for network logging dependency carnage.
[D11] merge
28785 back from milestone branch (worldcache fixes for AOT compatibility)
Fixed the last few issues.
Git:
* Dragginig/Resizing DFrame as a child element now works properly
* Consistent caching between Entity.GetEyeTraceNoCursor and Entity.GetEyeTrace
Container can now validate Entities using a MachineProcess in its parent Entity instead of using the ContainerParameters data.
NPC Turret now works with Cargo Ship.
NPCs spawn on Cargo Ship by default.
More NPC spawns on the Cargo Ship.
Fixed EntityView.HighlightOn potentially adding a view's renderers to the highlighter
Fixed CameraOcclusion potentially causing highlighted units to get stuck
Containers can override their attachment point naming pattern
util.SpriteTrail no longer crashes the game if you do not give the material ".vmt" extension.
util.SpriteTrail no longer silently fails halfway through when not given a color.
[D11] Start of copying symbol files
Moved all of the per level content stuff
Slightly less crap walking controls
[D11] Wrapped input code in define to avoid generated code
[D11] Update Main Menu prefab
server will only broadcast player connected message to all clients when server population is less than a server define
Porting a few useful optimisations from senses job branch
Added better failure explinations for Unit.Items.TryPickUpItem
[D11] Main Menu buttons now animation position on transition state change
[D11] Network logging verbosity level set to sensible default on client, and supports command-line override too.
clothes as tanning unlocks
Actual fix for outline setup
Fix for unsafe LOD prefab creation. This means we'll need to fix the rig cache or something to allow skinned meshes to be streamed.
Fix for hooking up outline objects for streaming LODs
Fix for GameManifest-generate's client/server check
Fixed issue where destory queue is not being processed because of an early out.
fixed RoundFloatToInt / physgun snapping
[D11] Network logging improvements for the server. Introduced command-line managed verbosity levels.
Don't parent player model for NPCs and other players (same behaviour as the local player)
Fix for unlock_all not making all items available at the crafting station