256,144 Commits over 3,990 Days - 2.67cph!
[D11][#2588] Fixed NRE with SMG attachments
[D11] Add request to get user wallet balance
[D11] Added toggle for the texture stream debug display
[D11][UI][#2589][#2590][#2591] Fixed Issues with weapon attachment panel
[D11] Updated pop-up texture + Updated Furnace asset (half max particles and cull distance)
Ignore add block broadcast on server (so listen server doesn't add twice)
Add voxel block on server before broadcasting it
Fix incorrect client count in client info message
[D11][DTLS] Increased RTT rate for next sequenced RO message, attempt to improve packet flood send speed.
Switch WebUtil.Get to use UnityWebRequest (test)
Jenkins and Steamworks files
Don't wait until next frame to start server on dedicated, this is only needed when running listen server
don't bother waiting for assets and gamemode to load on dedicated server, this is just for loading screens
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