255,542 Commits over 3,990 Days - 2.67cph!
health reduction for hitch post
increased horse population
protocol++
Mission content is now in a WiseGuys.Missions namespace
WIP new models for ships
Bluegill model
Add exterior archways and make deck areas walkable
WIP ship deck prop with some smokey chimneys
Unsaved stuff
Can override location of ship deck for specific floors
More unsaved
First pass on exterior ship transit rooms
Hook up bluegill deck
Haddock WIP
Allow external rooms to be placed in prebuilt space
Mackerel WIP
Hook up deck on mackerel
Merge branch 'new_ships'
Rear doorway for small oval
Rear doors for guppy
Merge branch 'master' into meals
Italian restaurant
Mexican restaurant
Removed exterior windows on Steak and Veg restaurants
Move source art into Flotel-Art repo
Status effects for first tier food varieties
Status effects for advanced foods
Hooked up status effects to props, extrapolated lvl 2 and 3 effects
Created blank tutorial missions. Made other payphone mission types require completing the tutorial ones first.
disabled career in the main scene
more WIP UI rework (Career)
Set client side entities netid to 0, seems to work fine
Remove replicate attribute on test entity field, need to make sure world state comes in before replicated vars before that can work
Started rewiting leaderboard view
Merge branch 'master' into leaderboard
Refactor of LeaderboardProxy
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.