255,510 Commits over 3,990 Days - 2.67cph!
Adjusted saddle to fit new horse
[D11] [UI] Sleeping bag map markers fix and implementation.
Added player.tickrate_cl and player.tickrate_sv convars (both are set on the server)
Optimized Vis.Entities / Vis.Components / Vis.EntityComponents further
Stripped collider batching entirely to fix some remaining performance overhead (particularly in Vis.Entities / Vis.Colliders)
Improved entity registry performance (particularly ToBaseEntity)
WIP new models for ships
Bluegill model
Fixed some incorrectly sized space blockers on rooms
Better string display on generic slider for item consumers
Fixed NRE when moving meals
Lots of meal delivery fixes
Stove positions and custom click configs per food category
Added a trail and nicer move logic
Food test debug scenes
Merge branch 'master' into meals
Fill in mexican, thai and italian foods
Hooked up advanced kitchen with new food options
GPU Instance some food props
Instance stove
Food blend
Unsaved
Merge the latest to my mission branch
Don't use raw time for endless mode scoring
Fixed endless mode game over screen
Endless mode progress bar / ghosts now working
Added and enabled impostor renderer
Updated tree impostor materials and prefabs
Added upgraded foliage, folige billboard and ocean shaders
Added latest ASE + updated hdrpLit template
Skip steam auth for local clients for now (having issues with it)
Fix multiple steam auth for local steam id
Gamemode replicates by default. Init game menu system for remote clients because this wont be replicated.
Add generated code to skip RPC and call directly, check is always false for now
Entity replicated false by default, world entity true by default (just to keep it how it was before)
Log replicates bool in ent_list command
Fix Manager.ActorCreated bailing early for native spawned entities
Cleanup world and create replicated entities on world state message
Attempt to create entities from replicated world state inside a replicated entity creation scope
Add replicated mode in entity creation scope (we need to know if an entity is created via replication to set authority and netid)
Add create native function to entity that takes a netid that can only be used in replicated entity scope
Default entity authority to true (eventually this will be set to false for replicated entities) Call remote spawn if entity has no authority
Fixed coverage queries (e.g. flares)
Fixed some issues with C4 being able to be thrown through walls as well as damaging stuff through walls.
World IsClient check using Global.IsDedicatedServer. World IsServer check using GameServer.Initialized
Server directly accepts client on client connect if server is running instead of sending steam ticket, bypasses sending of server info and world data. Allow main menu to create menu gamemode (IsServer is false in main menu)
Removed impostor debug message
Water system updates (wip)
Impostor renderer updates (wip)
Texture array tools updates
[D11] [Audio] headset removal/reinsertion now seems to be working (although there are some issues and a slight delay in detection) but it is working. It looks like the original sample code had some memory corruption as it was allocating a structure with new but freeing it with CoTaskMemFree. There is also seemingly a case where the headset would never be usable again... not sure if that was because of the memory corruption or if there is another issue... Need to do some more testing tomorrow.
CHIPPY-387: Fixed leaderboard entries with > 99.8% being sometimes ranked above completed runs
Endless mode scoring
Added example endless stage
Fixed medals for endless stages
Nuked a couple of deprecated components
Create relay socket if Global.RelaySockets is true
Merge from HorseArtUpdate/HorseHair
Allow multiple steam auth if steamid is same as server (for testing only)
Remove unreal player state usage
Start the game directly when starting game as listen server (no need to connect to server if we are the server)
Make sure reliable arg in rpc attribute is used in generated code
Add optional validate arg to rpc attribute
Removed missing references from Skeleton.Horse (old mesh had gizmos/shapes from maya that weren't doing anything)
A poor man's mesh splitter, working auto-split 4x4 SLODs on airfield, compound, launch site
[D11] [Audio] Checking in WIP ... I now have the GUID of the removed headset in a callback. Next I need to issue a device changed call to get the capture into a proper error state and then loop to retry to create a capture device.