250,808 Commits over 3,959 Days - 2.64cph!
Merge from item_drop_analytics_improvements
Merge from leantween_nre_fix
Merged main into nightlight_workshop
Fixed powered door controllers opening doors after a server restart + a few issues with wire clearing
Add overloads for filtering RPC recipients based on a predicate
Speed tree importer and shaders now use foliage shader data and UI
vm renderer script setup and activated
Added a small ramp to legacy shelter, so it's easier to access on bad terrain
VR: keep track of input deltas manually
Updated Small and Large Radioactive Vat Colliders and LODS
Test
Clean up - use TransformInterpolate class
Can't modify transform if we're a network object root and a proxy - we must stay true to network transform target
Hook up Interpolation enable/disable from Inspector. When Owner calls ClearInterpolation, set a bit on the update msg to have other clients do so as well. Hook up Network.Interpolation and Enable/DisableInterpolation() on the accessor.
Fix to allow interp property to be set by GameObjectHeader
Serialize the interpolation bool with GameObject
Combination of fixed update interpolator and networked interpolation buffer. Working nicely
Some cleanup
Some extra docs + let's call it Query to match the other class
Use Time.Now
Restore backward compat LerpTo
Cull after, ensure move direct to last tx if query out of time but entries remaining
Fix formatting
Tiny tidyup
backup - materials wip for worker house and mapping wip
Imported Small And Large Radioactive Vat Props
Setup Radioactive Vats Prefabs, Materials, LODS and Colliders
RPC in log for consistency
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BufferedHashSet<T>: For safely iterating over a hashset that can be modified without needing a copy
Optimize GameObject.Network, we do not need to constantly find the network root, it should only be set on network spawns and parent changes
Sandbox.Game convars work in editor again
Codegen IUpdateSubscriber and others on Components that implement those methods
Scene update loop only iterates over enabled components that implement each of their methods; OnUpdate, OnFixedUpdate, OnPreRender
Add single Connection overloads
Same logic for static Rpcs
Update documentation
Add recipient filter struct, type, and Rpc.FilterOnly and Rpc.AllExcept methods
Update documentation
Change filtertype options
Move to Connection.Filter. Can pass optional filter to Broadcast. Use this for Rpcs with current filter.
More docs
BufferedHashSet<T>: For safely iterating over a hashset that can be modified without needing a copy
Optimize GameObject.Network, we do not need to constantly find the network root, it should only be set on network spawns and parent changes
Sandbox.Game convars work in editor again
Codegen IUpdateSubscriber and others on Components that implement those methods
Scene update loop only iterates over enabled components that implement each of their methods; OnUpdate, OnFixedUpdate, OnPreRender
Always explicitly keep a reference to delegates passed to native (#1546)
Always explicitly keep a reference to delegates passed to native (#1546)
Additional open root check
BufferedHashSet<T>
Use BufferedHashSet<Component> to safely iterate components without a copy
Name this ComponentSubscriberInterfaces, name interfaces IUpdateSubscriber etc.
Modified our version of LeanTween to add some additional NRE checks
sks entity - removed sar ref & updated bounds
folder clean up ( removed unneccessary inital model prefabs )
Fixed side inputs working without any power supplied in the 'Power In' input
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set up pants material and set hoodie textures to uncompressed
Roadsign Jacket and Pants
set up hoodie material with correct colors referencing the manifest