146,664 Commits over 4,444 Days - 1.38cph!
Possibly fix the server error "Coroutine couldn't be started because the the game object 'assets/prefabs/npc/m2bradley/bradleyapc.prefab' is inactive!"
Ponytail/bun lod2 conditional setup
Also fixed missing references for ponytail/bun LOD0/1 conditional meshes
Client keeps track of seen notifications locally:
- a notification is seen once the notif window is open
- seen notifications are styled differently
- they pop back after a client restart until cleared
We now send v2/readall only when clicking on the clear all button. Client also keeps track of cleared notifications locally so global notifications can be dropped by the client (the backend keeps sending until they expire)
Added RRP volumes for every BRP post process volume that was missing one
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industrial barricades - test prefab setup, temp gibs for testing, mani update
Fix "missing effectrecycle" warning when deploying large furnce
It was using an incorrect place effect (just pointing to the enabled effect prefab), made a new deploy effect prefab using the originally intended large furnace deploy sound
Updating smoke grenade rigs with updated mesh
Updated all of the biome RRP volumes to have the correct lift, gamma, and gain values
Updated the lift gamma gain pass to work the way BRP does rather than URP as the trackball implementation has changed
Clean: Get rid of all manual BaseEntity.ServerRPC calls, rely on codegen instead
- rewriten some calls to not rely on generic ServerRPC
- Rust.SourceGenerator.Rpc from 9db9e963 (not merged to main yet) - has support for all NetWrite.Write types
Tests: compiles
replaced crc RPC-synced value with SyncVar, much cleaner
set dressing progress in floor 3 and 4
crew/pixie lod2 conditional setup
fixed charm placement on semi auto pistol and m92 so they now move with the slide
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monument blocker-collapse: added lods
First fix compile simulator first by making it run sequentially instead of in parallel (because it's now sharing a single .obj folder for all projects and conflicting)
Update clipping issues on passenger seat left for modular cars
update apartment_complex_monument/prototype
Fix errors with server restoring save after restart
added dartboard new model, lods and gibs
added icon
Fixed notification ids always being 0 client-side (NoticeId -> NotificationId)
Deleted 4k folders
Updated materials that were referencing 4k textures
Naming Fixes
Unity 6 meta changes
Updated Supply Signal and Smoke Grenade View Model and World Model to have correct scaling
When opening a demo check if the recorded manifest CRC is different than the one we have and if it is then ask the user if they want to use the comptability layer.
Seperate client + server properly.
Added some new debug convars
Focus map on final targeting position when locking in.
merge from decorative plants
set dressing progress in floor 3 and 4
Store a CRC check on the manifest - this can tell us if a demo was recorded with a different manifest, so we know when to optionally enable the compatability layer
Add to the demo header
parallel censor application by-slice using concurrent NativeStream readers
Rework thruster debug labels so they fit nicely.
Fixed cart button drawn on top of friend list
Disable thruster UI buttons for tried & failed thruster actions. Synch when remounting too.
Added support for lift, gamma, gain in RRP
Cache failed thruster type attempts from current targeting location.
Check cache before doing any thruster attempts (and the expensive checks) from the current location. Clear when moving to a new location.
Add some super lenient dismount positions to targeting computer to make my life easier.
Fixed loadout save popup cancel button not working
fixed toxic and keepout spray name/descriptions
Notification urls open in browser instead of steam overlay
initial improvement to censor chunk generation, NativeStream to parallelize shape creation
Added better null checking for safer failover