240,742 Commits over 3,867 Days - 2.59cph!
SoundManager - call Elapsed.TotalMilliseconds as infrequently as possible
Using SeedRandom to get hair types
Moved ragdoll component caching to preprocess
[D11] Bright fallen tree fix
[D11] Fix for bandit guards clothes looking incorrect (May need further tweaking + Shirt still needs fixing as I cannot find it in filepath)
[D11] [UI] Fixed translations on map having triple underscores visible.
[D11] [UI] Tweaked message for controller disconnect popup.
Don't bother sorting players by distance if there's less players than max elements
Exposed ConnectionInfo.EndReason
Merge remote-tracking branch 'upstream/master'
Merge pull request #338 from alexcodejammer/master
Exposed ConnectionInfo.EndReason
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Only setup monument markers once, not every time the map is opened (fixes monument text flickering out for a frame when opening the map)
Fix corrupted fuel tank meta and ref
Made ResourceRef PropertyDrawer not load assets every GUI repaint (fixes laggy inspectors in MonumentIsland scene)
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Revert accidental ProjectSettings commit in
44407
Increased offline alert timing to (hopefully) be longer than the rcon blips
Code gen for the new modularcar population convar
Fix some issues that prevented the master server from being used entirely, increased the alarm thresholds
Latest terrain generation
Made monument inserts slightly smaller, added a mark on monument topology to better locate Monument node center
Added monument node prefabs for Ice lakes, Swamps, XL
Reset vehicles that are waterlogged and therefore unusable after one ten minutes, provided their original spawn location is still clear.
Lower vehicle waterlogging point from 1.25m to 0.75m
Fix assigned module presets
Remove the connection reuse stuff
Don't try to load save on Craggy
updated modules
adding model/mat/textures
bradley sound handling tweaks
Fixed road asphalt material
Updated SRP to latest 7.x
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Navigation cleanup (also fixes the header swiping away when animating)
fixed incorrect material on a compound house LOD1/2
Added the new ring road scripts to World_Setup_v3 stack
Added TerrainPlacementMap to project_gaea terrain
Set Gas Station, Supermarket and Warehouse to type 'roadside'
Removed old roads art, shifted road connections further away
Allowed roadside monuments in all tiers of map
Folders re-organized in autospawn/monument/ and Scenes/prefabs/
Temperate zone surrounding lakes in arid biome fixed
WIP color swatch stuff
Finish up swatches, AsyncButton uses it to set color themes with one prop
Bundle up entity transforms into a single message every tick instead of a message per entity
Move entity movement replication to BaseWorldEntity, BaseEntity is non visual so shouldn't need this. Remove scale from movement replication as scale changes happen less frequently.
Add entity movement update rate, defaults to 60, included in movement packet for interp
Use bitflags to pack entity movement packet with components of transform that changed from previous packet
Replicate entity relative transform if it has a parent
Save entity relative transform as properties so they can be used when first replicating the entity to client
Save entity parent netid directly instead of using properties (this is because public attachment functions are authority only)
Add SourceExport addon. Get SourceImport addon working again.
Fix NRE in ModelJsonConverter when model path is null or empty
Fix up shadows on dynamic lights on source maps
Skip entity spawn and destroy messages if there's no other client connected except for the host, saves an unnecessary entity serialize
Add incorrect protocol disconnect reason code
Add auth fail discconnect reason code
Only send entity parent netid if it changes, use attach flag if it changes to non zero, use detach flag otherwise
Send entity position and rotation if parent changes, just to make sure everything is synced
Don't write any movement data to packet if entity has no movement flags for the movement tick
SourceImport fixes to allow bsp conversion to our own format
Reflection based lump reader for new map format
Write map data to lumps
Write lumps to map file
Some Arcade gamemode fixups
Basic loader for new map format
Add lightmaps to map format
Save displacements as mesh in new map format
Add uint color to map vertex structure (displacement needs alpha to blend)
Save lightmap data and try loading it from new format
Create shadowmap from lightmap
Save the unencoded lightmap data, slightly longer to load but less data to save and keeps the format unrelated to unreal
Save ambient light samples to map format
Save bounds in map model structure. Load light volume from ambient light samples.
Gather vertices for convex collisions