130,029 Commits over 4,140 Days - 1.31cph!
Footstep vfx positioning polish.
Stripped pixel displacement from terrain splat reference materials.
Manifest.
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'fixcars' admin command now replaces any parts in a vehicle module, even if they're already the right type. Means broken and damaged items get replaced.
Restore the ability to start the car's engine by pressing the key for reverse
Adjust FAILED_START_LIGHT_TIME to match the new failed engine start sound length
Fix the vehicle lift considering any mount points to be valid. Now requires an actual driver seat (steering wheel/pedals).
Fix some bad pooling code in demo indexer
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[D11] Better fix for only sending voice data within a certain range of players.
[D11] Fixes voice data transmit range server side
Renamed foundation steps to steps and updated desc
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Unlock both square and triangle versions of the floor grill and ladder hatch with a single research
ItemBlueprint has additionalUnlocks list to unlock items other than the item they belong to
[D11] Stop receiving voice data for far away players
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[D11] Clamps receiving of voice stream data to within a 15 meter radius of the player
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Added floor socket to triangle spiral stairs to remove the conditional model when a floor is next to the stairs
ModelConditionTest_SpiralStairs now handles both square and triangle spiral stairs, removed ModelConditionTest_SpiralStairsTriangle again
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Switch ClientOnEnable with OnParentChangingClient
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Added separate client and server entity worlds for a clean separation of logic in the editor
Add [ServerSystem] and [ClientSystem] attributes to control systems that are only required in a specific build
Added some slight randomisation to the push liquid invoke so all barrels on a server load aren't pushing their contents in the same frame
Added a check to prevent IOEntities getting stuck in the UpdateOutputs queue repeatedly for a frame (was affecting liquid entities in some cases and causing processing to take 1ms)
Added some profiler samples to the IOEntity queue to help identify
Fixed laser detectors not detecting vehicles
Reworking mounting criteria again
-Assign hotspots to seating modules with a width and height
-Checks z axis so player can't mount car from above (which was rejected on the server anyway)
Work on getting simple button binds to not allocate
Converted the 10 trillion different footstep/jump/land for each splat & shoe type so they use nested prefab effects. Makes them managable to edit.
Added a callback to OnItemAddedRemoved in VehicleModuleStorage and update lock state in that as well as the fixed update
Fixes modules getting stuck in locked state if removed from vehicle too quickly after removing parts
Update protobuf codegen - Dispose will now throw if ShouldPool is set to false
Remove an evil ShouldPool
Add sanity checking assertions to MruDictionary
Fix a bunch of serverside pooling misses
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