241,436 Commits over 3,867 Days - 2.60cph!
Drop connection if client isn't following protocol
Bail from RPC if the networkable doesn't have replication enabled
When calling server rpc directly, set rpc client to local
Scene backup.
Fixed GPU instancing being off on all excavator mats.
Add control rotation back, needed until we remove unreal player controller shite
Call server rpc directly if has authority, Call client rpc directly if has no authority, Ignore multicast rpc if has no authority.
Player.ControlledByLocalClient handled by us instead of unreal
Remove control rotation and location stuff from player
Give players a replicated player state property. Send client info last so that client can create a local client object from local player state.
Add very basic client side movement replication to test player
fix for instantiation of fabricator menu
fabricator menu work, canisters now have upgrades associated with them
New backup lights & lighting prefab wip.
[D11] temp fix for spewing error, water system will be upgraded
[D11] [UI] Fixed player being forced to stand everytime they open in-game screens when crouching.
Added "Update Game Manifest (Fast)" which doesn't do PreparePrefab and all that slow stuff (useful when all you did was add a new prefab)
Added platform.force and platform.exclusion test entities
Player inherited velocity is networked
[D11] fix some materials skipped from the upgrade because were still using standard shaders, but had been fixed to Rust/Standard shaders on the main branch.
[D11] merge the initial ASE checkins including first few shaders, which fixes some foliage
Added PauseOnFocusLost toggle (editor only)
[D11] [UI] Fixed dodgy anchoring on Performance prefab.
added garage door with lods and anims
[D11][UI] DIsabled element in the Inventory screen that is unneeded until opening loot panel
[D11] [UI] Fixed input for Quick Chat not working without pressing Back button at same time as touchpad.
[D11] shadow fix from
36347
TriggerForce takes a velocity to work towards instead of continuously applying a force (seems to be the only way to get sane results)
Translate logic_choreographed_scene
Restore npc_dog footsteps
[D11][UI] Removed unnecessary objects
[D11] Removed calls to Camera.main, some more tweaks to CanvasScalers and removed a couple more unnecessary ones
C_BaseFlex initializes its matrix on creation
[D11][UI] Removed and disabled layout elements in NetGraph and branding
[d11] Removed compute fix. On closer inspection, it isn't the source of the problem.
D-pad icon tweak
Selectables are now sorted in the HUD
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Use player state as player owner so that IsOwnedBy passes
Attach model to test player so I can see where people are
[D11] nope. revert previous commit.
Removing testing replicated properties from BaseEntity
BasePlayer replicates by default
Possess player locally using a client RPC in player state
[d11][memory] Memory fix. Spamming warnings. Looks like hte dispose happens on the next GC which might be problamatic.
Destroy player on client leave
Add/remove player state from world connection list when player state entity initializes or shutsdown
[D11] marge
36347 but first attemp to reconcile the hdrp upgrade code I dropped in manually, lets hope this works or I may be reverting it and trying again
Can now bind multiple items to the same key
Global item bindings
Merge branch 'master' of SpaceUsurperUnity