241,422 Commits over 3,867 Days - 2.60cph!
Create gamemode entity after starting game on dedicated server
Try calling SteamClient.Init on dedicated server (probably fixed in later Facepunch.Steamworks update though)
Refresh addons before starting game on dedicated server, hopefully fixes gamemodes not being found
Manifest update for vehicle module entities
Replicate entity model with replicate attribute instead of RPC
Remove functions to get assets from native, no longer used
Remove all unreal replication and interp code from base world entity and controllable entity
Remove remaining unreal networking code
Try to replicate static model entity's model import settings in managed instead of native
Fix human player to work with new networking, use human player for block builder gamemode
Add missing radius getter to sphere entity
Don't send destroy entity message for non replicated entity
Send destroy entity message after destroy events, gives entities chance to send any last messages
Add IsRegistered to BaseNetworkable, this allows generated rpc and netvar code to bail if entity hasn't spawned yet
Add naked version of citizen player model to cut down on load times when clothing isn't necessary
Add velocity and flags to server move RPC, allows human player to sync animation with movement velocity and movement state
Fix team members not being removed from the model
Swap vibration levels around so it's more useful, reduce radius
No vsync/frame rate limits when benchmarking
Fixed exception in LocalizeText
Log error if manifest download fails
Deployed 2b02dce with MkDocs version: 1.0.4
Fixed some assets that were creating useless mats on fresh lib.
fix tutorial paths
rename Tutorials to tutorials
Milder bandit town fog.
Tuna light shadows using more forgiving settings, less prone to bugging out on certain assets.
Bandit town lamp post prefabs have a milder glow. Tweaked falloff on their distance flares.
Bandit town S2P.
Deployed 5f279af with MkDocs version: 1.0.4
Deployed 5f279af with MkDocs version: 1.0.4
deploy
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Damage detector is now seismic detector, outputs more electricity the bigger the vibrations
Added potentiometer electric component
[D11][#2592] Increased lr300 durability to match main
[D11][UI] [#2599] Removed blur and disable crafting screen canvases when not needed
Fixed NRE in demo playback
Spit an error if Manifest is null when ending benchmark
Benchmark record GC collects
Fix incorrect milliseconds recording
[D11] [#2582] Flame turret effects don't play on awake
Removed unity2019.1 upload files (unused)
[D11] [UI] WIP in-game server admin page updates. Minor tweaks to Server Stats page. Implementation of retrieving actual information about current server when viewing in-game server admin and server stat pages.
Cherrypicked hdrp/ui_fixes
Benchmark use native screen resolution
[D11][DTLS] Purge stale buffered message fragments. Added some debug logging (disabled by default) for monitoring incoming traffic on the client.
Add bootstrap time into benchmark data
Benchmark track hitches and freezes
[D11] Fix for demolishing objects with a hammer causing an error, and disabled CreateServer/MyGames screens from being active on startup
Include system info with benchmark data