250,082 Commits over 3,959 Days - 2.63cph!
Switch ClientOnEnable with OnParentChangingClient
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resized onion emoji
both players can push turret
claw boss movement fixed for 2player
xulgon revenge bullets look for both players
added methods for getting status levels of >1 player
Added separate client and server entity worlds for a clean separation of logic in the editor
Add [ServerSystem] and [ClientSystem] attributes to control systems that are only required in a specific build
Added some slight randomisation to the push liquid invoke so all barrels on a server load aren't pushing their contents in the same frame
Added a check to prevent IOEntities getting stuck in the UpdateOutputs queue repeatedly for a frame (was affecting liquid entities in some cases and causing processing to take 1ms)
Added some profiler samples to the IOEntity queue to help identify
Fixed laser detectors not detecting vehicles
Reworking mounting criteria again
-Assign hotspots to seating modules with a width and height
-Checks z axis so player can't mount car from above (which was rejected on the server anyway)
Work on getting simple button binds to not allocate
Converted the 10 trillion different footstep/jump/land for each splat & shoe type so they use nested prefab effects. Makes them managable to edit.
Added a callback to OnItemAddedRemoved in VehicleModuleStorage and update lock state in that as well as the fixed update
Fixes modules getting stuck in locked state if removed from vehicle too quickly after removing parts
Update protobuf codegen - Dispose will now throw if ShouldPool is set to false
Add a throw when calling Dispose with ShouldPool set to false
Remove an evil ShouldPool
Add sanity checking assertions to MruDictionary
Fix a bunch of serverside pooling misses
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[D11] Latest voice chat fixes
[D11] Latest voice chat fixes
[D11] Latest voice chat fixes
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Remove some text that slipped through
Login page background work (should hopefully fill the screen now)
fix intro song for 2player
players collide with eachother
averagePlayerVel, fixed 2player fade collision
Added a max 10 second timeout for horns
Fixed horns not stopping if the player dismounts while honking
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Only render instanced geometry for main camera (fixes slowdown when returning from inventory screen)
Final batch of ground effects
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[D11] Latest voice chat fixes
[D11] Latest voice chat fixes
move "Cannot read %i fragment bytes" to developer 1
Updated Facepunch.ExpressionStrings
Revert "Fixed hunter stage draggingVine attaching to wrong player"
This reverts commit 374611d7ae26a7bca866a6d405847077387dc753.
Changed how targetPlayer is selected if not specified in json
Added Player.PickupWeapon( wep, onlyAmmo ) = bool success