199,256 Commits over 4,140 Days - 2.01cph!
Fix for unsafe LOD prefab creation. This means we'll need to fix the rig cache or something to allow skinned meshes to be streamed.
Fix for hooking up outline objects for streaming LODs
Fix for GameManifest-generate's client/server check
Fixed issue where destory queue is not being processed because of an early out.
fixed RoundFloatToInt / physgun snapping
[D11] Network logging improvements for the server. Introduced command-line managed verbosity levels.
Don't parent player model for NPCs and other players (same behaviour as the local player)
Fix for unlock_all not making all items available at the crafting station
[D11] Main Menu selection cursor now has an anchor point to accommodate resolution changes
NRE check in BasePath.
PlayerModel applies rotation in world space.
Improved behavior for NPCs on the custom A* pathfinder when they lose sight of player.
Tweaks to position setting for NPCs when they are parented / on Cargo Ship.
dispose of auth token when we're done with it.
basic spreading of client bot updates across frames.
bot connect button now creates and connects 500 clients instead of 10
increased max server client connections from 1k to 5k
Projectiles don't inherit parent velocity if hitscan
Improved client entity velocity estimate
TakeFromDispenser checks if we actually have an Items component
Disabled Create Hunting Party ability and made Talk To ability check if our target is disabled
Fix for RUST-205 - Players forced to jump to walk through middle cargo containers
Trying to only call OnPostDeserialize on NetworkEntityBehaviours when the mask matches them. Seems to work OK in basic testing.
setup basic interaction stuff on unit trophies prefab
Merge team deathmatch changes
OK, ReadyPlayerSelections DOES need to be a ulong UserID. NetworkUsers don't always arrive on the client before the game mode deserialize. Easier to store a userID than to find the actual user object immediately and try to guarantee the order.
Optimized dynamic occludee bounds refresh; switched to sequential split-freq model
Fixed motion blur and culling-related popping issues on cargo ship
Just refactoring into some better code
Fix game modes serializing way more than necessary due to some old code that was made obsolete
update skybox shader/ cloud texture
msg handler fix and connect with delay
Removed all static events, variables and methods from GameClientInternet and refactored all references so that we can use multiple instances of it going forward.
Added a temporary InternetClientProxy static class that redirects everything to a GameClientInternet instance, because everything expects a valid reference at startup.
Update serialization, cleanup, other stuff
[D11] Re-enable notifications after solving zip files
Fixed the default capped value on stats not accounting for % modifier.
Made stats debug panel less crazy when dealing with modified stats.
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potential fix for all player types animating with a parent
BaseEntity velocity getters return the correct velocity for the local player
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Everything's converted to GetManager<T>
[D11] Turn off notifications while I work out some kinks