241,472 Commits over 3,867 Days - 2.60cph!
Fix Entity.Replicates always setting to true, whoops
Improved perf on water system sample height (wip, first stage)
Add bool to mark entities as required by engine so they don't get cleaned up (really these shouldn't even be put into the ent list) Add a bullshit long number onto networkid for client only entities so they don't conflict with replicated entities for now.
Rebuilt asset IDs, which has updated some prefabs.
Totally refactored missions from ScriptableObjects to prefabs with tasks attached, and wrote a bunch of editors and property drawers to make the whole thing more usable.
When creating replicated entities, create the managed entity class within the replicated scope, create the native class and spawn it outside the scope.
Move source art from main repo
Moved revamp shader and shaderfuncs around
Renamed cliffs to HDRP/Custom/Cliff
Fixed compile errors and include files due to hdrp switch
Changed terrain sampler SF to ignore specular; set metallic to zero for now
Changed shore wetness sampler SF to bypass calc (for now)
Game server ignores any message except steam ticket without the client being authed
Ignore socket disconnect events if the connection has invalid userdata (library is calling it twice on timeout, maybe a bug)
Refactor game server to identify clients by client id instead of steam id (multiple local clients share steam id, duh)
Skip BeginAuthSession for local clients sending ticket across socket, host process will have already been authed
Cache connection userdata before closing it so it doesn't get wiped
Update .gitignore
Populate audio source pool properly
Possible fix for audio source pooling error spam
combined hitch and trough models as per helks request. LODs/Gibs and Collision meshes also.
can't pick up sam sites containing ammo
fixed more reverted variables
Scene progress.
Small fab/mat fixes.
Ragdolls on client will set proper surface property for traces
[D11] patch over some content changes, mostly sky/sun setup related
Merge from /main/env-shaders/world_art_revamp/premerge
Fix harmless exception on disconnect, remove debug
[D11] [UI] Fixed sleeping bags dissapearing off map when moved too far away from player. Fixed duplicate marker objects being created.
[D11] [UI] Fixed Sleeping Bags showing for all players instead of owner. WIP changes for debris field/crash site map markers.
[D11] patch over some content changes, mostly sky related
scaled up minicopter fuel gauge, brightened indicator
Do away with the concept of static/dynamic AmbienceEmitters because the static world gets spawned dynamically now so adding all the emitters at boot doesn't work (it breaks when they are in pooled objects)
MotorRowboat profiling
SendNetworkUpdate_Flags and SendNetworkUpdate_Position profiling
[D11][UI] fix for admin panel crash
Changed SLOD to use MeshOccluder, removed SceneLODObject component
[D11][#2365] Fix for the player preview been the rust logo when opening the inventory for the first time