126,678 Commits over 4,109 Days - 1.28cph!
Refactor after code review
Remove analytics DB, instead use a hash of steamId + serverWipeId to get playerWipeId
Fixed marker input field triggering keybinds
Compile fixes, sync progress
Refactor projectile tracking a bit
Log every projectile invalid
Log projectile updates in BasePlayer.FiredProjectile
Use diamonds for pings, circles for map markers
Merge Main -> Attack Helicopter
Re-export with less busted alpha, add new icons
Committing a failed experiment. HeldEntities can now access inventory for reloading which is not that of a player. For example the inventory of a gun turret that they're in. Have the heli gunner control the turret gun as if they're holding it. Removes most of the need for duplicate code, passing inputs to the server side etc. But too many changes required in the end. However, this is all complete apart from syncing the attack heli turret inventory contents to the client.
Add ILootableEntity interface and add "LastLootedBy" to all lootable entities, use that instead of a Dictionary tracking lastLootedBy
Use Facepunch.Pool instead of manually pooling MemoryStream & List<EventRecord>
Iniital fixes after code review
Additional checks on the SAM site to ensure it doesn't defy gravity. Now destroyed when the floor below is removed
Refactor aggregate methods
Log aggregate blueprint counts for online players every 1hr
Log aggregate entity count for server every 1hr
Log player positions every 1 min
DoubleSaddle rig/skinning. Added to horse prefab
Added inspector which shows active renderers and allows hiding / showing specific renderers.
Merge from main -> gameplay_metrics
Enabled shadows via the option convar, tidy up
reverted playground map changes
Fixed bug with wind + displacement bend. Will probably need a bit of fine tuning.
Core/Foliage support with fallback to debug shader.
reapplying
79918 - Fixed missing face for real this time, preserving all functionality.
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merge from minicopter_block_building_fix
fixed an error on ferry_terminal_exterior prefab
ship barrier LODs/Colliders and prefab
Colours, duration, radial support
Developers can use all skins outside of the editor with "client.unlock_all_skins"
Layering fixes, input fixes
Merge Main -> Experimental
First export of new icons
- Always disable antialiasing when taking a screenshot with transparency, as it creates a halo otherwise
- Added super-resolution transparent screenshot support with new convar 'takehirestransparentscreenshot'
- Renamed takescreenshottransparent to taketransparentscreenshot
New convar for taking screenshots with transparent background - takescreenshottransparent