242,749 Commits over 3,867 Days - 2.62cph!
Rollers deal Contact Damage. Fixed player health not depleting.
Do not merge dropped items with a different skin id, fixes dropped wallpaper with different skins merging together
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Reverted my last change about the sleeping bag error
Check if the player sending the RPC has streamer mode enabled and edit any player name if yes
Fixed player names being leaked by the Blocked by player {0} errors when in streamer mode
Make Nametag much more visible
Spawn WorldItems higher up so they dont fall through the world
Connected Clients can now pickup World Items again
Slow and obscure vision darts wip.
Update Facepunch.Streamworks with fixes that reduce allocations when querying large amount of servers from steam
Radtown S2P:
Fixed an odd looking hotspot in the flickering fluorescent.
mining laser initial push
Radtown S2P:
Distance flare range adjustments.
Rusted destroyed vehicles
Radtown S2P:
Some lights stay on 24/7
Fixed script incompability breaking the fluorescent emissive material flicker
Have wolves react to player torches
Add new methods to grid and BaseEntity.Query to remove the need for a static array
Fix serverlist query allocating a large amount of memory when a large amount of servers are pending
Change codegen to make interface classes partial
Codegen
Add ISteamMatchmakingServers.HasServerResponded() to partial class instead
Automatically get the field offset of gameserveritem_t.HasSuccessfulResponse instead of hardcoding it
Merge from fix_serverlist_query_allocations -> master
Put all servers that failed to respond to the query into a "Unqueried" list intead of "Unresponsive"
Fix IpList queries not cancelling when disposed
Merge from temp_browser_fix -> master
- make IPList disposable
- list Unresponsive vs Unqueried servers seperately)
Phrase tweak:
from: You cannot assign {0} a bag, they have reached their bag limit!
to: You cannot assign a bag to this player, they have reached their bag limit!
So we don't leak player name to clients in streamer mode (this error is server side, can't know if the client use streamer mode before sending)
Simple palette game resource for voxels
Only broadcast transitions if networked
Update procgen.scene skybox, fog (from jase)
Radtown S2P:
Fixed flickering light in main garage behaving weirdly.
Fixed a few inverted trigger volumes causing various weirdness with FX/Lighting.
Fixed the main fire shadow light teleporting to the middle of the radtown at runtime.
Fixed lobby fire not having sound and damage triggers.
Fixed wall clipped flickering at two rad barrels.
Tweaked some PFX LOD distances.
Idea for custom writing / reading data to snapshot per component (if it overrides those methods)
Let server send game tip on top of any screens to clients, added back the overlay parameter to the showtip command
Added root bone above belt pelts
Setup burst cloth for belt pelts
overly simplified basis for hitchable entities
Digital Clock Material Updates
Added Voice Component to Player Prefab (No UI, I'll leave it up to Alex)
Added belt pelts to skeleton/prefab
Optim: StringView.Split can use user provided temp storage
ServerInfo uses a pooled list to as a go-between the StringView and HashSet. This provides last noticeable change that reduces an allocation per ctor, with average going down by 1.3 (8.31 -> 7).
Also reinforced empty tags to not allocate a new empty set everytime.
Tests: checked ServerBrowser - tags still recognized.
Mobs play sound on being hit
Make world gen a bit flatter for now
Fix destroying voxels on non-host
Darker test colors until we have a proper palette
Don't serialize MaxStack with Item (since it references ItemAsset)
Change smg recipe for now so we can actually make it
Added CanCraftItem
Add CombinedItems to Inventory and use that for checking CanCraftItem. (Since your combined total could be across both hotbar and inventory)
Implemented Crafting
Bump up world height to 128
Update of digital clock screen size
Hacky voxel modification networking