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[D11] Remove uses of animator.enabled
ItemModConsume now takes pending health into account when checking < health requirement.
Show changeset in benchmark result
Bail out of Steam_OnAuthChange if response is not OK
Call CleanupBonus in DestroyShared for OreResourceEntity, so that the hotspot visual gets cleaned up properly when ent killed.
Placeholder-ish icons for vehicle module items
Weapon attachment type icons.
Scene.
Merge from Main->Vehicles
Add IGamemode.ValidateUsername to allow gamemodes to validate and change username before it's assigned
Send net protocol version in handshake packet so we can reject out of date clients
Rename C2S_SteamTicket to C2S_Handshake now that the message contains desired username as well as the ticket data
Remove UnrealUtil, no longer needed
Ensure every class under UnrealEngine namespace is internal
Updated Facepunch.ExpressionStrings
Merge branch 'master' of SpaceUsurperUnity
Testing mip streaming budgets
fix missing curseWarp sfx
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
tweaks
Fixed reflection probe issues affecting core/skin, core/hair and core/generic shaders after latest optimization
Added more textures to streaming pool /Rust.Ai and /Unimplemented
Update BenchmarkController.cs
Added viable content/props+workshop and prefab/clothes textures to streaming pool
Update protos, add code for player notifications (no UI though)
Add support for notifications directly to players (and teams)
Enabled deferred reflections to trade off a bit of GPU for CPU perf (skips SamplePerObjectReflectionProbes) (testing)
Disabled reflection probes on transparent renderers not using them (skips SamplePerObjectReflectionProbes)
Modified pole wire renderer and shader to skip refl and spec
Disabled tex streaming on generic building texturea
disabled branchAmount debug logging
Fix for IL2CPP hang on exit
Wait until the GA thread finishes in OnQuit (workaround for IL2CPP compatibility)
Allow client to bypass steam auth if client with same steamid is already connected
Update Facepunch.Steamworks
Set the on flag when the potentiometer is allowing electricity to pass through
Send username with the auth ticket to server
Hopefully fix server sending wrong entity netid to destroy
Don't allow 0 resistance potentiometer
Throw exceptions if trying to use client interfaces with no client
Don't catch and send exceptions to OnCallbackException in RunCallbacks (but do in RunCallbacksAsync)
Can disable automatic RunCallback calling by setting asyncCallbacks to false in Init
Don't call SteamClient.SteamId on server either
Don't call SteamClient.Name on server :/
fuck it, don't auth clients, see if that works
Try installing SteamUser events on server
comment out SteamNetworkingSockets.InstallEvents(true);
init steam client on dedicated
Revert "Revert "Fixed server not being listed on master server""
This reverts commit ac8983ee949501dec4a241e3494a57fa7cc61de3.
Revert "Fixed server not being listed on master server"
This reverts commit c69b817d62fe90e17e748e190d055b7ee511ff20.
Deployed fb1b5720 with MkDocs version: 1.0.4
more rename
writing on tutorial pages