131,509 Commits over 4,232 Days - 1.29cph!
Removed a pile of trash bags inside the casino barge, wasn't visible
Culling volume NRE fix
Merge latest Indirect Instancing changes. This is a big one, but it's still disabled by default.
Merge from floating_cities
Fixed floating_walkway_plastic_300x150_a.prefab RendererLOD not hooked up
Fixed floating_city_3 central casino barge not using the correct mesh and not rendering in gameplay
Added a MeshLOD to improvised_walkway_railing_wood_150x150_corner_a
Ensure once again that Indirect Instancing is disabled by default and advanced debug ConVars are only available in debug builds.
Gate behaviour behind server.repositionAttachmentsOnReskin convar just in case
Cleanup
Recalculate final position of line for outputs (still need inputs)
WIP moving attachments around to match the new attachment positions when reskinning objects with spraycan
Don't run two cameras, it confuses the viewmodel camera system. Instead use one camera and reposition it to match the orbit camera, this matches the regular game behaviour of switching between the game camera and debug cam
Marked some button lists as non static so domain reloads can be disabled, still has some issues
AccessoryManager prefab wip implementation
Frogboot charm art assets & prefab setup
Tuned down daytime atmosphere haze in arctic and tundra biomes a bit (not savas specific)
Spawn table stuff & related files
Various savas-specific stuff.
Fixed the neon leaf colours on the forest splats.
Savas-specific spawn tables.
More bounds checking for texture related methods
Merged Pull Requests
* Minor optimizations for new game screen
Strip out more obnoxious symbols from server names
Allow copying server name from detailed server view
Pull Request: Minor server list optimizations
Update: apped hex prefix when emitting native method address
Tests: none, trivial change
Update: emit address of native function
Trying to chase up why sometimes names missmatch with what VS disassembly window shows
Tests: viewed BasePlayer::BoxTest
Bugfix: use mnemonics instead of bytes when checking if decoding should finish
My initial attempt to inpsect raw opcode didn't work in all cases, leading to false-positive parsing aborts.
Tests: viewed BasePlayer::ServerUpdate and BasePlayer::BoxTest
re-set viewmodel rendererer on base weapon
Initial files,folders and prefab setup
Final profiler window tweaks: supports larger packet rundowns
▇▅▆▅▊ ▄▇▇ ▍▍▌▇█▄▍, ▇█▄▋▅▇ █▄▉▊
Capture all missed outgoing packets in client and server
hackweek arcade small prototype tweaks
Update: better detection when to stop decoding stream
- now tracks max referenced jump address and stops on last ret or jmp -offset
Tests: viewed nested call in BasePlayer::BoxTest
▊▅▇ ▊█▍▅▋▄ ▇▊▌▊▇ ▄▍▉▊▊█▇▋ ▌▅ ▍▍█▌▊▆▍▅ ▇▋▊█▊ ▉▍▉▋▌▋██▅▊▄ ▍▄▇ ▇▋█▇ ▍▆▆▋▉█▇▅▌█▉▉
Ensure 'server' is set right on our inbound packets
Record the rest of the inbound packets I missed: group enter, group change, group destroy, world data, voice data, entity flags, entity position
Bugfix: ensure instruction pointer gets saved to list only if we stopped parsing teh stream
Previously we could add the ip to the list before we decided to stop decoding, leading to out of sync issues
Tests: viewed BasePlayer::BoxTest
Can now sleep in beds via the radial context menu
Just a mount pose, has no effect other than extreme immersion