126,617 Commits over 4,109 Days - 1.28cph!
Monitor UI bugfix, get it showing up again
Fixed conveyors not being able to move the additional blueprint slots on Industrial Crafters
Fixed some double substitutions
Automatically apply the skin tone version when typing in an emoji (eg. typing :angry: will automatically insert :angry+x: where x is the selected skin tone)
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Adjusted PTZ dof curve and blur values for zooming
Initial string substitution work
Take a new approach, just alpha out the emoji string and spawn the emoji visual in the midpoint of the alpha'd out string
Doesn't look quite as neat but keeps input field compatibilty intact
Some additional NRE checks in StorageAdaptor
Show/hide the monitor appropriately
Changed zipline platform layers to World, fixes not being able to deploy drone on the platforms
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Log dropped items, picked up, demolish, dropped explosives, codelocks picked up & fixes
Scene progress
Toilet counter corners
Switch all helicopters to use a client tick that only runs while the heli is active, rather than using Update. Also some initial work on gunner screen UI interaction.
Drone sound updates
New computer station deploy sound
Add the recording light back to the PTZ camera
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NMS progress & related files.
Merge Main -> Attack Helicopter
Changing MaxReceiveTime back to 20 (previous default value) for better comparability
Adjusting NetRead and NetWrite pool buffer sizes to eliminate chance for spills even when network queue convars are adjusted
Call EnterPool even when object is spilled (so any cleanup in there is still performed, which lots of existing code assumes will happen)
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PTZ camera temporarily goes out of focus while changing zoom level
Improved electrical FX WIP
Log monument of all gathered items with an entity, label junkpile & water junkpile spawngroup categories, fix growableentity not logging
SpawnGroup will try to find its monument when Awake() is called, can set "category" to manually set monument / loot source
Spark textures are half-res but less compressed. Cheaper, looks better.
Add wipe id to every server data point & send server info when server starts up
Consolidated culling indirect args
Log when a player's wipeid is initially set & move some of the aggregate functions to a seperate .cs file
Don't log events unless AnalyticsSecret is set
Consolidated indirect draw args into one buffer.
Moved culling calls into a command buffer
Pipeline fully working now, everything stays on GPU.