191,954 Commits over 3,259 Days - 2.45cph!
Allow manually networking structs via INetworkSerializer
This is useful for structs that cannot be automatically networked due to nullable types.
Make EntityTarget struct networkable
Switch ParticleSystemEntity to create effects clientside
Fixes issues for players joining a server after particles are toggled on or off and not seeing them
Handle potential NRE in BasePathNodeEntity
Finalizing prefab / scene backup
Fix ButtonGroup deleting its buttons + potential NRE
Added developer settings category
Use NativeRenderingWidget to render scenes to widgets rather than trying to allow any widget to do it for no reason
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Reduced variant count on nature shaders
Add a mission event type for damaging/hurting an entity
Add a mission objective to deal X damage to a type of entity
Drastically reduced variant count on rust std shaders
Add a generic TryFindNearby method to MissionObjective to reduce duplication
New Clothing Piece! - Loose Jeans
https://files.facepunch.com/daniel/1b0111b1/loose_jeans_textures.png
LODs and skinning adjustments coming ASAP.
dont show previously-seen info when can currently see the thing in question
Remove old previous frame stuff for velocity buffer, can do it better
Do TAA on hit confidence history
Skip input data if we encounter a component that no longer exists (should fix issues where client sends input for a component that the server has since deleted)
Handle servers without query port sharing in server downtime detection
biome splat fixes
splats polish for paper map readability
fixed some zfighting on rails
scientists NPC patrols
HLOD update
Serialize structure HP
Added support for multile single door types (Wood, Metal)
Add a new mission objective type to mount a specific mission entity
Fix LobbyAd NRE - add fallback to inform users that a lobby no longer exists
delete unused weapon rack item/prefab
Fix remainder of debug vis on Material API shaders
Recompile blendable with debug vis support
https://i.imgur.com/KcF0ZV0.png
Optimize shaders for lighter input assembly: uv0 included, uv1 opt-out, uv2 opt-in (e.g. wind), uv3 nuked
fixed a custom vertex normal glitch on road 27x15
disabled shadow casting on new road segments, fixed some floating decals
Serialize last killed time this'll serve as a stat for longest survived time
Reduce threshold for low need stat
Add some simple placeholder icons for death screen
Add death screen to just show information about what/who killed you and with what (auto close for now)
Change starting need stats, increase respawn time to 5s, show death screen when killed
town square LODs/Cols/prefab
distance tweaks to compound perimeter walls to get included in HLOD process
Revert previous frame stuff for transform velocity calculation and other unused stuff
Cleanup more bullshit on transform system
Use a proper structure on transform buffer shader
Remove all other unused and elective ExtraShaderData entries, we don't use them and they're just clogging the code
Fix blendweights and tint in extradata, remove EXTRA_SHADERDATA_FORMAT on shared shader code
Apply changes to legacy transforms too
Use pooling for clientside peg models
new road segments LODs and Colliders, prefabs
fix gridcell missing tag
fix invis wielded
removed screen from attack heli main console
Leaderboard backup, run #533
can see fire on invisible things
wielded thing floaters
wielded thing floaters
char icon floaters
char icon invis
fix fadeInTime for time=0 floaters
nearby cell floaters
fix chatlog, interact tweaking, etc
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Merge from pistol_slide_remerge2
Switch skill hotkeys to QWER
Unit control groups
Double tap control group to move camera to it