241,480 Commits over 3,867 Days - 2.60cph!
Added fixed hl1 weapon chrome materials while we can't restore the shader
Restored impulse 50 ( tell player squad to move to where the player is looking)
hunter trail new child bullet sfx
Updated Sandbox NPC List
Nihilanth uses its new spawnflag to make him attack without TurnBabyOn input, and don't drop Controller NPC or Nihilanth to ground since they are flying NPCs.
fix fuse wall nullref
speech
Merge branch 'master' of SpaceUsurperUnity
fix missing asteroid destroy sfx, fix asteroid chunk scaling
fixed dash indicator showing up before selecting it
Actuall use the new Nihilanth flag
Fixed the weapon constraint not breaking when it should if the weapon has SF_WEAPON_START_CONSTRAINED spawnflag set
Static props get their proper color if the map supplies the information
Added a prompt on quit to give feedback
Auto build placement guides for rooms
Build space blockers automatically
Updated medium scenario with proper floor
Fixed rooms on high floors not loading properly in scenarios
New room entrance blocker type
Soda clipping
Soda clipping
Some steam branding stuff
Merge branch 'room_automation'
Merge branch 'master' into meals
Merge stuff?
More merge stuff
Store food chains in category, update stoves to produce chains
[D11] Update xb1 unity plugins to latest XDK
Auto build placement guides for rooms
Build space blockers automatically
New room entrance blocker type
Soda clipping
Some steam branding stuff
Merge branch 'room_automation'
Fixed rooms on high floors not loading properly in scenarios
Organized the light fixtures folder.
Moved obsolete ones into /deprecated/ for phasing out.
Scene backup
Updated medium scenario with proper floor
Remove steam auth callback on game server shutdown. Ignore steam ticket messages from client if they've already been authed.
Stub out all access to unreal player controller and player state
fixed crate marker sending too many network updates
Assign incremental client id
Fix client to server RPC breaking due to prediction trying to access ClientId from unreal
ent.ClassName falls back on type full name when attribute has no name
Add ent.NativeClassName so I can see what bullshit unreal is spawning
Destroy current gamemode when making a new one (wont need this when we have world cleanup)
Tell gamemode when a client joins/leaves
Make sure socket async stops on close
Close client socket when going back to main menu or ending game
Close server socket on shutdown
Updated example custom stage
Added --initial-stage command line option
[d11][offscreenparticles] Disabled because of bad culling CPU
Create gamemode and init new menu system on server info. Destroy previous menu system when initializing a new one (we don't have world tear down to handle this yet)
Don't auto connect to local server when running as dedicated server
Get rid of dedicatedserver and menusystem internal unreal maps, only empty bootstrap map is needed now
Manager.StartGame determines game state based on main menu argument and Global.IsDedicatedServer instead of using internal unreal map names
Don't attempt connection to a socket if it already exists, null out socket on disconnect
HandleNetworkFailure not dependant on unreal
Game.JoinServer connects directly to server instead of unreal client travel
Create server socket with port from Global.Port. Make sure to connect using server port when connecting to your own listen server.
Bail starting new game if game server is already initialized
Shut down game server when going back to main menu or ending game
[D11] Reverting a couple of font material changes that seemed to be causing the faint white box image behind text
Send server info to client on successful steam auth
Remove required gamemode, unused and sucks
Init game server when starting new game instead of using unreal server travel. Create new client without unreal player controller bullshit after steam auth.
[D11] Fix for Frontend priority and focus messing up when forcing the menu back to Title Screen from ingame (usually caused by a profile sign out)
Fixed some shader warnings
Split Launch Site SLOD into 4x4
[D11] [UI] Changed Star texture colour to white so we can tint it manually. Changed Server Row favourite and lock icons to off-colour white for now to avoid colour clash with selection.
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Reduced main menu load times