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- * Another fix for helmet offset bug
- * Fixed NRE when requesting network data and a client is null
- * Fixed missing script editor error when selecting game controllers
- * Fixed two rovers being created when building a rover.
- * Fixed BuildStates being set twice on server.
- * Fixed Plants and seeds throw error spam when destroyed by lava.
- * Fixed On Loading game tanks/portable machines attached to connectors would be halfway in the floor.
- + Added server settings changes support
- * Fixed NREs when trying to join a server from the list
- * Fixed Error spam thrown by chickens
- * Fixed Can't drag dead players.
- * Fixed Can't drop your old body if you pick it up after respawning.
- * Fixed Key bindings not being reset after respawning.
- * Fixed Gasping breath on starting a game with a new character.
- * Fixed player animations not being synced to clients when the is occluding them
- * Fixed advertise server setting not working
- * Changed Slot rotation of canned food.
- * Fixed Double clicking on a server in the server browser doesn't work.
- * Fixed layering issue with GasMask when removing/add to head slot
- * Fixed Items in Lockers incorrectly rotated.
- + Added client side terrain generation to significantly reduce the amount of data sent over the network
- + Made ore generation actually deterministic to allow for client side terrain generation
- + Optimized ore vein generation
- * Fixed loading screen from being disabled to early for joining clients
- + Added destination IP for meta server
- * Potential fix for when suit becomes invisible to some players after client joining
- * Fixed gameObject layering issue for backpack and helmet when entering non-human slots
- * Fixed bed's missing material.
- * Fixed Objects in Right hand are rotated backwards on Load and Join.
- * Fixed When using ParrelSync in editor additional clones do not get assigned a unique client ID when a clientId is assigned to the primary instance.
- * Fixed issue with reagent mixer switch not showing error state
- * Fixed animation curves not being deserialized correctly on clients
- * Fixed New elevators Starting with a speed of 0.
- * Fixed Gas Canisters bought from Gas Traders were Empty.
- * Refactored TraderContacts to iReference-able system.
- * Fixed Trader Contacts not syncing to Clients.
- * Fixed Trading on clients not synced to server.
- * Fixed Electronics thread error message when un-loading world.
- * Fixed Computers sometimes unable to to see devices on their network (i.e Computer with CommsMotherboard not receiving updates from satellite dish).
- * Fixed Unable to buy more than 1x of a non-stackable item from a trader in a single transaction.
- * Fixed respawn conditions not loading when app starts
- * Fixed and improved respawning system where respawn conditions weren't assigned properly
- - Removed embedded TMP package in favour of registry version
- - Removed embedded TMP package in favour of registry version
- * Changed some min/max and default settings values
- * Fixed wrong material assigned.
- * Fixed refresh rate setting showing "resolution"
- - Removed more settings from menus
- + Added RefreshRate as a new dropdown in settings menu
- * Fixed NRE when trying to print to console before buffer is initialised
- * Fixed compiler error in AtmosphericScattering. #endif in wrong place.
- - Removed old console panel and moved remaining logs to be output through the new console
- - Removed most instances of <color=...> from logs
- * Fixed autosave not working until the setting was toggled off and on again
- * re applied custom world fix
- * Fixed Building new Sequencer music machine prevented game from saving.
- * Fixed Error spam when looking at input screws of a new sequencer machine.
- * Fixed Clients unable to interact with Logic Math Chips: Compare, Math, MathUnary, MinMax & Select.
- + Added Stationeers can now set the speed of an elevator by writing to the ElevatorSpeed Logic Variable on any of the shafts (speed value written will propagate throughout the Shaft network).
- * Fixed Error on Server when clients body decomposes.
- * Fixed Error Thrown by suit when a body decomposes.
- * Fixed custom worlds in multiplayer
- * Fixed world setting data not being set to clients
- * Fixed ReagentProcessor not turning on when Bench is on
- * Fixed Elevator Speed Slow down. Have increased speed over original by 50%.
- * Fixed a bunch of errors thrown when clients die.
- * Fixed Stun Damage not healing over time when in a safe breathing environment.
- * Fixed throw time. Back to 1 sec (was accidently increased when throw power was increased)
- * Changed Ragdoll stops after a period of time on death.
- * Fixed humans eyes being opened when sleeping
- * Fixed humans eyes being opened when dead
- * Fixed sensor lens graphic not disappearing after ore is mined
- * Fixed Glitchy timing for Music machines clients.
- * Tightened up timings of rhythmic playback on music machines for host/single player.
- * Fixed SawLead patch not working on Leads cartridge.
- + Added trigger zone to computers to turn off screen when outside bounds to save on CPU costs for world UI
- * Fixed dropdown issues on Sorter and Fabricator PC screen
- + Improved scrolling with up/down buttons on computer screens.
- * Fixed Error spam on Opening Server browser.
- * Fixed music machines not working on client.
- * Another Fix for Crash on client when merging Networks.
- + Added support for joining from server list (upcoming feature)
- * Fixed New Elevators built in Beta not working. You can fix any bugged elevators in your save by either: disassembling them and rebuilding them OR using a logic writer to set all the elevator Shafts On Variable to 1.
- + Updated Elevator carriage tooltip to show when an elevator is not working because the shaft its trying to move through is turned off.
- * Fixed Hard crash on clients that could happen occasionally when networks were merged.
- + Added better syncing of Filter enum on comms motherboard
- - Removed batch mode check for a series of initialisation calls when app start
- + Added an overload to process one cmd line for CLI commands
- * Changed Increased Throw power by 50%.
- * Fixed Velocity of client players now effects the velocity of thrown items. (previously only worked for host)
- * Fixed Items dropped by clients drifting to the start drop position.
- * Fixed Items precision placed by clients drifting slowly to target position (they now snap).
- * Fixed Throwing sound not playing.
- * Fixed client not being able to depart a trader
- * Fixed client side filtering for comms computer
- * Fixed render distance on modular rocket itemkits.
- * Fixed SmartGasCanister not updating visualizer on clients.
- * Fixed instances where tablet (and other tootips) were not showing fractional values.
- - Removed some extra logging in dedicated. not needed
- * fixed NRE for internal atmosphere on dedicated server
- * Fixed Internal Atmosphere is not initialised on Dynamic Gas Canister when starting new game in Dedicated server.
- - Removed more DEDICATED_SERVER defines
- * fixed manual saves on dedicated server
- * Fixed Removing a pipe,cable or chute from a network would cause adjacent network elements to disconnect from their connected devices.
- * Fixed items in slots having the wrong position/rotation
- * Fixed issues with changing appearance within a game
- * Fixed Dynamic items stuttering when rotating on clients.
- * Fixed ToggleLogBps command.
- - Removed unnecessary error logs
- * Fixed syncing issues with player cosmetic data
- - Removed half precision for rotation and position on dynamic thing update messages
- * Fixed Error where server send bad new network data on join "Error: Clients should not be assigning a new Reference. Client is trying to assign a new reference for CableNetwork: 0".
- - Disabled Some network logging.
- * Potential fix for items on characters being incorrectly rotated/positioned on join.
- - Removed some debuging code
- * Fixed client having local authority over everything until they take control of a character
- * Fixed AngleGrinder spin-down sound plays when saving game.
- * Fixed AudioEventUpdates being added to queue for things that didn't have sounds.
- * Fixed Signs sync correctly to clients.
- * Fixed LightOnOff Sounds play when suit battery is empty.
- * Changed Halved the size of the terrain clutter
- * Fixed stuttering movement on physics items when piled on top of each other.
- * Fixed error thrown on client when body decays.
- + added support for spaces for arguments surrounded with quotations in console window. Use case: 'loadgame' command for paths or filenames.
- + added 'leave' or 'exit' command to exit a game session
- * Changed exiting client side message to a lower level to handle all IExitable implementations
- * Fixed Client not receiving the last atmosphere update when an atmosphere is evacuated.
- * Fixed console input not working by disabling in world debugging until solution can be found
- * Fixed Rover tire sound playing in vacuum.
- * Fixed Rover movement is stuttering in single player.
- * Fixed client getting out of Sleeper
- * fixed issue where join message was OK but didn't break loop resending if failed.
- + added log command
- + Added save commands to ingame CLI
- * Improved text wrapping in ConsoleWindow
- * Fixed Build Error.
- * Fixed Some devices get disconnected from a cable network when it was merged with another network in certain configurations.
- * Fixed Devices labelled by clients or server do not have the custom name set on other clients.
- * Fixed Pipe label is invisible when placed on server. (now shows default text).
- * Fixed Playing FX on fire Extinguisher when in batch mode.
- - Modified Sentry Config
- + Added some verbose logging to join queue process
- * Fixed Steel frame not blocking sound.
- * Fixed Exception thrown by suit on join: UnityEngine.Renderer.set_enabled(UnityEngine.Renderer,bool).
- * Fixed Exception thrown by battery when disconnecting.
- + Added batch mode checks to sound playback in audio manager.
- * Fixed spawning things through CLI
- * First pass on trade transactions on clients (Trading now work on clients but with some bugs)
- + Improved CommandLine code for future proofing scaling
- * Fixed Clients not seeing Global Atmosphere Temperature correctly (bug Introduced rev.16267).
- * Fixed Incorrect interaction tool-tip on plants in Dynamic Hydroponics planter for clients.
- * Fixed Clients not seeing plants at correct growth state on join.
- * Fixed Seed packets throwing an index out of range exception.
- * Fixed mismatch in read/write type in client trade request message
- * Fixed NRE thrown by suit.
- * Fixed Index out of range error caused by suit.
- * Second iteration on fixing traders
- + Added the ability to re-smelt advanced alloys in the advanced furnace, as the inability to do so was confusing to players.
- * fixed Constantan only having a upper smelting temperature of 9999, instead of the 99999 all others hav
- * Fixed Case where server could send an internal atmosphere update with an unassigned parent ReferenceId. It caused error spam on clients when connecting to a Dedicated server.
- * Fixed Atmospherics exception caused by changing the DeregisteredAtmospheres collection on the thread during NetworkUpdate Write function.
- * Fixed Gas Displays not showing the correct Mode on clients when joining.
- * Fixed Errors thrown on client and server when joining during a storm.
- * Fixed Advanced composter creating 120x too much gas at super cold temperatures.
- + added error log when client is receiving atmosphere.parentId as 0.
- * fixed issue with trying to get steam avatar when steam sdk not intialised
- * Fixed Atmospheres undergoing changes in Pressure would have their Temperature flipflop between incorrect values on client.
- * Fixed Error on client when player decomposes.
- * Fixed Clients now run their atmospherics tick immediately after receiving the atmospherics network update. (previously it was running on a fixed timer which could result in multiple or no client side ticks between updates).
- * Fixed Clients sometimes seeing a vacuumed out atmosphere as having a small amount of gas remaining.
- * Changed Atmosphere message now sends Temperature rather than energy. Small variances in molar Quantity or Energy Quantity at the extremely small ends of either scale could result in wildly inaccurate pressure and Temperature readings on the client. Client now infers total energy based on the Temperature (not the other was around as was handled previously).
- * Fixed exception where client is trying to create an internal atmosphere on a structure in batched mode
- * Fixed Human spawning in batched mode. You can join a dedicated server now but its not spawning in the correct player model yet, it will create a new one.
- - Removed placeholder auto launch arguments
- * Fixed -new launch command
- + added -load launch command
- + Added GameManager.IsBatchMode static property to replace DEDICATED_SERVER preprocessor
- * Fixed Wireless power transmitter causing error on load.
- * Fixed case where cables could become invisible.
- * Fixed clients mining causing critical error on server
- * Disabled Position message updates for items hidden in slots.
- * Optimised Dynamic item network message by order of magnitude. Bandwidth reduced from 200KB/s to 20KB/s on test case.
- * Fixed Clients Destroying items that are out of bounds (only server should do this)
- * Reduced Initial Judder of item when throwing on client.
- * Fixed Quaternion must be unit length error on Client.
- - Removed bandaid fix for items being offset (pos/rot) in slots
- * Fixed Helmet being rotated incorrectly on clients when they join
- * Fixed server error when clients connect to saves with a trader landing pad
- * Fixed IC Code on computers getting wiped when client joins.
- * Fixed Clients don't get correct IC message errors.
- * Fixed build error
- * Fixed WirelessPower not working on Clients.
- * Changed Config Cartridge to run on logic thread.
- * Fixed IC source code not getting sent to clients in certain cases.
- * First pass on fixing traders for clients
- + Added console command 'steam' to check if Steam is initialised and if DLC is valid for user.
- * Fixed NRE Error thrown by Jetpack on respawn as client.
- * More NRE checks when leaving game.
- * Fixed Hash display values being inconsistent on client.
- + Added null/destroyed checks in CameraController. Causes a lot of NREs when leaving game
- * Fixed Several edge cases where Atmospherics thread could break on load (Thanks @GamersCircle).
- - Removed null checks on string binary writer
- * Fixed client side error when a null string is passed over the NetworkUpdateType
- * Fixed NRE when building on client with empty off-hand slot.
- * Fixed Logic displays, dials and a number of other logic devices animating based on the previous setting rather than the current setting on Client.
- * Fixed build error
- * fixed debug overlays
- * fixed font/spacing on the console
- * Fixed ModularRockets not loading in correctly.
- * Fixed ProgrammableChip not syncing.
- * Fixed syncing ProgrammableChipMotherboard device dropdown
- * Fixed cables and pipes doubling up when clients place them
- * Fixed syncing of ProgrammableChipMotherboard
- * Fixed Error on Client when stacking items using mouse control.
- * Fixed placing advanced furnace kit causing NREs with InternalAtmosphere
- * Fixed Occasionally Global atmosphere would be created when mining out sealed rooms underground.
- * Fixed Clients not being sent atmosphere updates when the number of moles of gas in a pipe or tank was very low.
- - Disabled Sentry
- * Fixed an instance were clients were creating atmospheres they weren't supposed to.
- * Optimised Network message for rotatable things (reduced rotation precision on client from doubles to FP16).
- * Fixed a number of issues with clients interacting with logic chips in multiplayer.
- * Fixed Gas Displays and Advanced airlock not working on clients.
- * Fixed Numerous issues with circuitBoards not working correctly for clients in multiplayer.
- * Fixed OnFinishedLoad and OnFinishedThingSync not being called on clients.
- * Fixed InitAllDevices not being called on clients.
- + Added All LogicChip synced variables to byte array message.
- * Fixed items in slots being at wrong rotation when rejoining game as a client
- * Fixed editor issue when playing game without SteamId assigned in inspector
- * Fixed NRE for InternalAtmosphere on Jetpack and Canister
- * Removed redundant IsOutgoingQueueFull check (Thanks Baughn)
- * Fixed issue where GameMetaData wasn't reaching new joining client as current joining client is processing.
- + Increased the acks and max sent message queue size values
- + Added unreliable network channel for handshake messages
- * Fixed Atmosphere error caused by client's room manager creating atmospheres.
- * Re-organised Bitflags for network update types.
- * Fixed MusicMachines, CircuitHousing, Logic BatchReader not syncing to clients.
- * Fixed ores being able to have negative stack values
- * Fixed BitArray de-sync edge case that would cause "Error: Thing is null during network update. ReferenceId:0".
- * Fixed damage states not syncing on client join
- - Removed intialising steam sdk in unity editor.
- * Fixed LogicMotherboard syncing on join
- * Added missing null check
- * Fixed data cable not syncing to client on computers
- * Fixed Log spam on clients when client deconstructs pipe and splits a network.
- * Fixed Sanitised pipe network atmosphere messages to exclude some bad data.
- * Stopped clients from processing network updates for objects they have authority over
- * Fixed Adding a pipe onto a pipe network using wrench tool deletes all gas in the network.
- * Improved atmosphere network message to only send delta states. Reduced atmosphere message size by 70%.
- * Fixed client -> server interactions syncing properly. (still a little more work to do in this area)
- * WIP commit for shifting atmospheres to only sending delta states over network update.
- * Moved Atmosphere classes into their own files.
- + Refactored FilterGas functions.
- * Optimised Atmosphere network message from 76 to 50 bytes per atmosphere.
- * Fixed welding torch flame stays on when gas runs out.
- + Added HalfToFloat operation to RocketMath. returns max or min value when and the value is out of bounds rather than float.infinity.
- * Changed BurnedPropaneQuantity to burned propane ratio. (used to display flame visualizers).
- + Refactored previous weeks work on LogicMotherboard significantly improving how data was syncing
- * Fixed Case where solar panels could throw NRE "Error: Thing is null during NetworkUpdate. ReferenceId:0".
- * Changed AudioSequencer and Landing pad to use Setting/Processing update types instead of interactable update type for auxiliary interactions.
- - Removed old network messages from logic units.
- * Fixed Case where damage update could cause Error: "thing is null during NetworkUpdate refId:0".
- * Changed Damage state to use a static read/write functions to allow the message to be read even when DamageState is null.
- * Fixed Items that are queued for destroy no longer send network updates.
- * Fixed computer scene dropdown contents layering issue in Logic Motherboard
- * Fixed Water bottles being created 66% full and water bottles spawned in creative mode being 166% full.
- * Fixed ChuteNetworks causing clients to fail joining.
- * Aligned ChuteNetwork merging logic with other network types.
- * Fixed Some solarPanels had OnOff and Open interactions added in error. This could cause them to be disabled.
- * Fixed build error.
- * Fixed Bug where devices would not connect to cable and pipe networks if the cable or pipe was placed AFTER the device.
- * Fixed Several cases during network message preparation that could cause the following Null Reference Exception "Error: thing is null during network update. ReferenceId: 0".
- * Fixed Things not un-dirtying their Interactables after sending a network update causing them to send the same update message forever after.
- * Fixed DamageUpdate type not being cleared following sending a damage update causing damage updates to be send continuously for damaged items.
- * Fixed A number of items that has animators added to the prefabs in error.
- + Added ConsoleCommand TestByteArray (Editor Only) This will run the read and write method on each thing locally to confirm that the methods are parallel. You can enter a referenceId if you wish to test just one thing and not them all
- * Fixed server breaking when the message pool is filled
- * Fixed syncing issues with LogicMotherboard. Still a bit of work left on this though. Dropdown values aren't updating on client and Dropdown content UI sorting orders are all whacked.
- * Fixed Logic Readers with no assigned device will cause server to throw an error.
- * Fixed Joining a save game as client getting stuck because some pipe/cable networks were being cleaned-up in error.
- * Fixed PipeNetworks not splitting their atmosphere correctly when split (bug introduced in previous build).
- * Fixed Error thrown on clients when constructing portable gas tank.
- * Changed Sentry configuration
- * Fixed Issue where Clients pipe networks would become de-synced from Server when pipe-networks were joined or merged or when pipe were merged.
- * Improved network performance by optimizing data types (created vector/quaternion half precision variants) for dynamic thing physics updates
- * Fixed Issue where Clients cable networks would become de-synced from Server when cable-networks were joined or merged or when cables when were merged.
- * Fixed Server sending update messages for things that are in the process of being destroyed. Should help to fix some cases of the "Thing is null during update" error.
- * Reduced time taken to write network messages by a factor of 10
- * Fixed NullReferenceException that could be thrown when receiving internal atmosphere updates on client.
- * Made "Thing Transform is Null" error more verbose for tracking
- * Fixed Visual bug where terrain would appear to be fully lit (even at night) this could happen when a certain grouping of objects were all visible that the same time.
- * Changed Moved Terrain Mesh colliders onto child game-object on terrain layer. Asteroid parent (which contains the mesh) is now on the default layer.
- * Fixed Fridge powered atmosphere not loading in correctly.
- * Refactored Cable, Pipe and Chute networks to use the new referencing system.
- * Fixed a number of string generation allocations.
- * Fixed AirConditioner initialisation error preventing save from loading.
- + Second pass on batch mode (dedicated server). Important console commands have not been added yet (save, load, kick, etc.)
- * Fixed issues with logic boards settings not syncing properly over network
- * Fixed Unable to read Internal atmospheres with Tablet on games saved on or after revision 16126. (You are fine to continue playing on any saves made after rev.16126, the tablet will work in them now)
- * Restored Threshold for world atmospheres to be removed to original value. Was potentially causing some strange behaviour.
- * Fixed Smaller volume internal atmospheres not interacting with global atmosphere for thermodynamics. e.g. players suit atmosphere was not being heated by Venus global atmosphere.
- * Fixed Bug where a new ActiveVent would not pump gas until its mode switch was toggled.
- + Set up framework for running the game in batch mode
- * Fixed Placing pipe causes atmospherics error.
- * Fixed Possible race condition when registering atmospheres from the thread.
- * Fixed Atmospheres not being deregistered from the IReferencable collections.
- * Fixed Errors causing saves to fail to load and/or clients fail to join caused by Fridge, VendingMachineRefrigerated and IceCrusher.
- * Changed networkUpdateType on Atmosphere to uint.
- * Changed All atmospheric Calculations including clean up of atmospheres now handled on Server.
- + Added IReferencable to atmosphere. Each atmosphere now has a unique ReferenceId assigned on creation. This will allow us to only send the delta state of the atmospherics sim to clients.
- * Changed world atmospheres now exist a bit longer before they are removed. was when within 0.1mols of Global, now 0.01mols.
- * Fixed Greatly reduced the number of new WorldAtmospheres being created. Previously atmospheres around atmospheric items/ devices were being created and deleted each tick.
- * Fixed items burning in the world would sometimes remove oxygen from (and add energy to) the planets global atmosphere.
- * Fixed items sometimes not getting deleted when damage was at max.
- * Fixed new debug overlay not displaying
- * Fixed terrain and ores not spawning in as you move
- * Fixed sun orbit period not being synced to client
- * Fixed weather events not syncing to client
- * Fixed battery structures not display not syncing when joining
- * Fixed grenades not working
- * Fixed jetpack syncing issues on client
- * Fixed slotted items not being in correct position sometimes.
- + Added ThingTransformPosition and ThingTransformLocalPosition properties for easier debugging of transform positions
- + Added check for MoveToSlot if its already in a slot.
- * Fixed console input not working with new debug overlay
- * Fixed in world debug tooling and implemented the existing atmos debug tools from the console
- + Added null checks for local human in keybinder. Was causing NRE in start menu
- * Fixed respawn modal not showing after giving up when unconscious
- * Fixed respawn modal showing when dead body has decayed
- * Fixed health damage still decrementing after rehydration
- * Changed keybinding stage to be set in KeyManager static way rather than binding to Human.
- - Removed removing key binding if not is local human. Instead just ignoring
- * Changed OcclusionManager threaded work now runs once per frame.
- * Fixed Error where a thing could be created with a referenceId of 0. Things are now added to the AllThings list once they have been registered. (previously added on awake)
- * Fixed an error where bad data was being added to the new things list. This is now populated only when an thing gets assigned a new refID and a client is connected.
- * Fixed (potentially) for keybinding state issues when Stationpedia/other input windows is used and other areas e.g respawning.
- + Added new class in clump all the Human inputs together for easier debugging.
- - Removed ConsoleWindow closing when clicking away from it.
- * Fixed a number of compiler warnings.
- * Changed Thing.PackageJoinData to iterate over the list of things rather than the list of IReferencables, it was causing a strange compiler error.
- - Removed INetworkSerializable interface
- + Added IReferencable, generic interface for referencing different types
- - Fixed pooled chunks causing invisible colliders for clients, as well as floating chunks when loading a game
- * Fixed precision placement on client
- * Fixed invisible chunks blocking clients after re-joining a server
- * Fixed clients not able to read cable network data with tablet. Current Load, Potential Load and Required Load were not being synced.
- * Fixed Barebones starting conditions trying to add PortableSolarPanel to hard backpack when its run out of available slots
- * Fixed client not able to drag another body
- * Fixed Unable to play disabled audio source error on broken solar panels.
- * Fixed Traders credits not being updated on trade confirmed.
- * Fixed On Switch colliders on Consoles and ConsoleLEDS being very small.
- * Fixed On Switch on Medium Transformer Reversed rotated incorrectly.
- * Fixed When loading a save sometimes players would fall through the ground for a while the terrain was still generating.
- * Fixed Clients can no longer create a character / possess a character while terrain is still generating.
- * Potential Fix for objects in chutes/stackers falling out on loading game.
- * Changed Increased the amount of time allowed to Generate terrain each frame.
- * Fixed autosave getting stuck if respawn settings exception is thrown
- * Fixed save path error that was causing some saved games to not show in list
- * Potential fix creative mode not working on loads
- * Fixed spawn condition data being set once for every language
- * Fixed custom save path not working. This also fixed some associated auto save issues.
- + Added Thing command to print all things count, and find things with given ReferenceId
- * Fixed FOV setting not being loaded when joining as a client
- * Fixed A number of issues around synchronising damage to clients.
- * Fixed Lava damaging player while they still had a suit & helmet. (Now players will only take lava Damage once either is destroyed).
- * Fixed Lava damaging faster at higher frame-rates.
- - Removed OcclusionManager TickSpeed slider. (now locked at 200ms)
- - Removed Virtualised rendering option.
- - Removed ChatPanel. Paving the way for a newer one.
- * Fixed hanging loading screen when world loading fails. Now shows a modal message of the cause.
- - Removed key binding state log message (you can manually print it from the console)
- - Fixed clients not closing connection when leaving a server
- * Fixed Null Reference error spam when dynamic gas canister destroyed.
- * Fixed robot player spawning with wrong slots and gear
- - Removed Keymanager logging to console
- * Fixed Clients not being able to use items (water bottle etc.)
- * Refactored keybinding state stacking
- * Fixed button interactions not working for clients
- * Refactored keybinding state stacking
- * Fixed edge case where airlocks got out of sync on clients.
- * Stopped errors automatically getting copied to clipboard
- * Fixed third camera view remaining enabled when leaving and loading a game
- * Fixed no head issue when a custom character hasn't been created
- * Fixed Data port on wind turbine not working.
- * Fixed Cables not breaking at 5Kw limit and instead endlessly playing sparking effect.
- * Fixed Jetpack visualizer not being synced
- * Fixed clients jetpacks not consuming fuel
- * Fixed key input states stacking infinitely when pausing and unpausing
- + Added 'keybindings' command to console to view all current bound keybindings to the LocalHuman
- * Moved Camera key bindings to Human
- * Fixed Airlocks and advanced airlocks not working for clients.
- * Fixed Displays not working on clients.
- * Fixed Motherboard commands not being synced to clients and clients.
- * Fixed clients not sending motherboard commands to server.
- * Fixed Error during load caused by LogicHashGen.
- * Tightened up ESC cancelling while joining. Now key event only registered on game change changed event.
- * Fixed errors from NetworkTransport when stopping game in editor
- * Fixed game going back to start menu when pressing escape
- * Fixed Clients unable to interact with search button on printers.
- * Fixed Clients selection of printing item on printers not sent to server.
- * Fixed A number of interactions that were not server authoritative.
- * Fixed Airlock controls not syncing their controlMode to clients
- * Fixed getting stuck at loading screen when ip address is not found
- * Fixed Cable, Chute and Rocket Networks not being replicated correctly on Clients.
- * Fixed Logic Chips, Vents, consoles and some other devices not having their powered status set on clients on join.
- * Changed OcclusionManager and RoomManager tick rate to 200ms (was previously running multiple times per frame)
- * Fixed Pipe Networks not being synced to clients.
- * Fixed Unrecognized atmosphere '0' Error spam.
- + Added network message to clients when server has disconnected
- * Fixed spawn menu not working on clients
- - Turned off verbose logging
- * Fixed hosting not working after hosting and then leaving a game and trying to host again
- * Fixed NRE from Motherboard when joining game.
- * Fixed usernames displaying as "Test"
- * Fixed 100+ values that weren't getting sent to clients on join and only getting sent when the values were updated e.g. BatteryCell charge.
- * Fixed no clean shaven or bald hair options in character customisation
- * Optimized IC chip execution. IC script will now run on the logic thread. IC scripts will now execute after all other devices and logic chips have done their power and logic tick.
- - Removed client side behaviour for interactions from the OnServer Class into the NetworkClient class.
- * Made multiple joining clients lightening fast!
- + Added player count to steam rich presence
- * Fixed issues with pause state while multiple clients joining at the same time.
- * Fixed respawning on client resulting in a second "ghost" character being created
- * Fixed long client joining time
- - Removed Unity splash screen
- * Optimised destroying items. Will greatly reduce frame-time spikes when multiple items are destroyed in the same frame.
- - Removed unused scripts.
- + Cleaned up player list logic. Handled disconnection betterer
- * Improved respawning on clients
- + Optimised Physics updates for items. Items do not cache their physic values if they are in a slot and instead use their Parents cached values.
- * Moved plant debugs behind verbose logging
- * Optimised Server tick. Was previously looping over all structures now just loops over the structures that require updating on Ser Tick.
- + Added player back with all connected clients
- * Optimization for LOD flares on Lights. Increased the time between updating Brightness of flares.
- + Created a player list of clients and syncing with clients
- * Fixed null errors being thrown when respawning as client
- * Fixed LogicMath chips causing error loading saves.
- + Added character customisation persistence for multiplayer games
- * Improved respawning on clients (intermediate commit)
- * Fixed client reconnecting creating a new character instead of taking control of their existing one
- * Fixed customised character not being synced over network
- * Fixed customised character not being synced over network
- * Fixed "thing with reference id x not found" errors when reconnecting as a client
- * Fixed players appearing naked after changing appearance in game.
- * Improved joining game progress information
- * Fixed Unassigned Reference Exception from Main Camera when clients are loading into game.
- * Set non-owned Humans to Default layer fixing rendering issues from camera as well as other players showing up in your HUD render texture.
- * Optimised performance of sound playback on machines.
- * Moved interactable sound playback to using a UniqueQueue. (previously started a new co-routine/uni-task for each sound).
- * Fixed Frame-Time spike that could occur when large numbers of the same device were turned on.
- * Optimized Audio Concurrency handling, moved sorting functions to threaded tasks.
- * Moved Concurrency tick over to using Uni-task.
- * Fixed emotion randomly changing sometimes in character creation
- * Fixed faceless character when leaving a game back to start menu.
- * Fixed being unable to fix solar panels.
- * Fixed AttackWith wasn't correctly passing the completion ratio, and all AttackWith actions would have been set to 0% completion. Now correctly setting ratio.
- * Fixed Sensor lenses on my characters face in third person is not showing (but they show on the profile pic in the hud)
- * Fixed not being able to join a game because of imgui hiding the create character button
- * Fixed missing animation from rocket
- * Fixed Motherboards and Circuit boards not always loading in their connected Devices when loading larger bases.
- * Fixed Mining rocket can get "Lost" during save loading.
- * Fixed Rocket Coupling unit visible when the rest of the rocket has launched or is lost.
- * Fixed Rocket plumbing meshes appear when rocket is lost.
- * Fixed Advanced Furnace(and other) settings wheel from being rotated incorrectly
- * Fixed prefab spawn menu
- * Fixed error that sometimes occurred on load when trying to play a sound.
- * Moved ScheduledSoundPlay() Coroutine to using Uni-task.
- * Fixed tiny collider box for OnOff Switch on wall heater.
- * Fixed time desync. Server and client should now see the game having the same time again.
- * Fixed LiquidCanisterSmart causing loading a game to hang indefinitely on "loading things".
- * Fixed Optimisation for trigger plates (was using get component).
- * Fixed Ice doesn't melt in a vacuum room when the sun is shining on it.
- * Fixed items not decaying in a vacuum
- - Disabled Tutorials until the game is more stable and they can be fixed properly
- * Fixed Switching from human female in a jumpsuit to robot keeps the female shape
- * Fixed main menu objects being visible in the character customization screen
- * Fixed depth of field null error
- * Fixed moving your mouse when paused causing the camera to move
- * Updated sentry sdk to latest version
- * Fixed missing shader on main camera error
- - Removed capturing of unity logs by the console in editor as a test to confirm that this is what is causing the crashes
- * Fixed game input controls triggering when DynamicInvPanel is open
- * Fixed LightOn Key not working when loading into a game for the 2nd time.
- * Fixed AirConditioners not working (Can't interact with settings buttons).
- * Fixed black screen on launch
- * Fixed error "Invalid antiAliasing value (must be at least 1)"
- * Fixed "SendChunkStream Not implemented" error being erroneously reported
- * Fixed compressed loading images
- - Removed spammy logs
- * Fixed tooltip being in wrong position when changing screen resolutions
- * Fixed AdvancedAirlockControl not working.
- + Added Syncing of Advanced airlock pressure settings to clients.
- * Fixed crashing when exiting play mode in editor
- * Fixed in game input actions triggering while trying to search in Stationpedia
- * Fixed Pipe Analyser tooltip not showing correct localized names of gases.
- * Fixed in game actions triggering when input windows are open
- * Fixed Wrenching crates off lander or dismantling the lander would cause the player to teleport to the lander seat position.
- * Implemented stacking to KeyInputState system
- * Fixed Logic Unit ToolTips showing bad data.
- + Added key input states to console window
- * Fixed Imgui.End() not being reached for ConsoleWindow
- * Fixed IC chips not working
- * Fix for imgui crashing unity when exiting play mode
- - Removed verbose logging
- - Removed a bunch of logs
- * Fixed Pressure regulators and volume pumps might not allow full range of setting
- * Fixed Commented out escaping to quit game at loading screen while loading a game.
- + Added extra log for reg/unreg from cancel keyup events
- * Fixed helmet inventory window "Flush" button showing "Light Off" display text.
- + Added new console
- - Removed all the profiler tags. In future these should be removed after the profiling work is completed.
- * Fixed gameobject layering issues on human when respawning
- - Removed debug steam rich presence
- + Added new command line argument system
- + beginnings of steam rich presence inviting
- * Fixed Merging to slot with drag and drop puts the merged stack in the wrong slot.
- * Fixed Split half and split one button interactions decrements the stack but does not spawn the split items.
- + Added discord game sdk to project
- * Fixed decay not happening in single player loads
- * Fixed several instances of messages being "sent to the server" in single player mode
- * Fixed Storm Fx just showing white squares.
- * Fixed broken shader for storms.
- * Fixed Error when placing new straight cable.
- + Added KeyInputStates to fix issue with input clashing.
- * Fixes issue opening helmet when in game pause state.
- * Fixed ActiveVent switches not being interactable.
- * Fixed a number of errors caused when in a SinglePlayer the was game trying to send messages to clients.
- + Added missing null check causing null exception error on occlusion thread
- * Fixed NRE error when respawning.
- * Fixed Logic units throwing NRE error when setting read/write outputs.
- * Fixed NRE when pressing Alt when client ready to join screen.
- * Fixed Error when buying item from trader.
- * Fixed Error when interacting with trading motherboard.
- * Fixed player eyebrows showing when entering game.
- - Removed behaviour that kicks player to main-menu if _hostId is < 0.
- * Fixed Loading Game with rover kick you back to main menu.
- * Fixed inserting logic Motherboard kicks to main menu.
- * Fixed AudioSequencer throwing NRE errors when setting output in single-player.
- - Removed un-needed logging from AirlockControl,
- * Fixed Rendering settings not being applied correctly when loading into a game.
- - Removed "game paused" log
- * Downgraded steamserver error to warning
- * Updated upnp mapping
- * Fixed which port is used for upnp
- * Fixed errors on launch caused by initialization orders
- * Fixed seeing eyes and hair when loading game
- * Fixed pressing escape leaving the game instead of going in to the menu
- * Fixed eyes being visible when starting a new game
- + Added logging for upnp mapping
- * Fixed game port not being pulled from settings
- * Fixed error on starting game related to populating prefab spawn panel
- + Added handshake system for updating server on client progress. Prepared for timeout system.
- + Added Deans ProofOfConcept Static Batcher (currently Disabled).
- * Fixed trying picking up a half stack of frames on the ground with half stack already in hand causing you to merge them to the ground stack rather than the hand stack.
- * Fixed Disabled PhysicsUpdate for child DynamicThings. 2ms frame-time reduction for bases with large numbers of items that are in slots. Messy players will continue to be punished with lower frame-rates.
- * Fixed pipe network being null on client side.
- * Fixed NRE when client joining a loaded game.
- - Removed background from client joining loading screen
- * Fixed custom colours not syncing
- * Fixed respawning not working
- - Removed Redundant late update loop on GameManager (was eating 6ms frame time on big map).
- + Added profiling tags to track down physics update performance degradation.
- * Fixed loading screen for loading game.
- * Fixed everything floating in the air
- * Fixed Error from CircuitHousing. was using GameManager.RunSimulation instead of NetworkManager.IsServer.
- - Removed client timeout logic. Needs to be rethought in NetworkServer.
- * Fixed issue with escape kicking player to main menu within game.
- + Added starting process for connection time outs. (wont be functional yet)
- * Fixed Rotatable Devices not syncing to clients.
- * Fixed build error.
- * Fixed Moved all the old Sync vars over to using the bit array. They have been assigned an appropriate network update type. Many also needed to be turned into properties to support this.
- * Disabled loading screen at brain take control
- * Fixed cancelling on loading screen as joining client
- + Added cancelling from joining server
- + Added cancelling to creating a new game task.
- + Added new Splash scene with loading bar feedback
- * Fixed items in hand slots being in the wrong position/size.
- - Removed old reagent update message. This is now handled by Thing.SerializeDeltaState.
- + Added Send Thing.ReagentMixture to clients on join.
- * Fixed Build Error.
- + Added Sycing of Thing.ReagentMixture to Clients.
- * Brought the manual changes done to Reagents.cs back to the generator function. Please modify the generator function and use that to create the file from now on.
- + Added Read() and Write() function generation to Reagent Generation script.
- + Added a loading screen for other players while another client is joining
- + Added loading screen to client joining server process
- * Fixed Mineables not being removed on clients.
- * Fixed Mining effects not playing on clients
- * Fixed Move to world not working on clients (regression from rev.15814)
- + Added Sentry package (disabled for now)
- * Changed updating loading screen % to only happen every 100ms
- * Fixed ores not spawning on server when clients mine.
- * Fixed draggable things
- - Removed old loading screen.
- + Added imgui.ini to ignore list
- * Fixed no joint being created on while dragging things on the client
- - Removed debug log from creation of things
- + First pass on ImGui loading screen
- * Fixed Clients not sending swap slots items messages to Server.
- * Updated burst package
- * Fixed brain not found bug
- * Fixed Clients not sending attackWith Message.
- * Fixed Popping issues around chunk loading. (terrain was being rendered before having its correct mesh and position values applied).
- * Fixed Custom world panel not showing terrain previews when changing terrain types or after having previously loaded a map.
- * Fixed NRE when leaving custom world screen under certain conditions. (custom worlds with no moon/sun)
- * Fixed client assigning incorrect ReferenceIDs
- * Extended timeout for clients to receive and find their brains
- * Fixed drag and drop to swap slots leading to the item being oddly placed in the SlotsChecks
- * Previous bandaid fix was causing MoveToSlotMessage.Process to be run on client even after we handled reparenting via FragmentHandler Transform update
- * Fixed Chunk MeshCollider Error when loading a map the 2nd time or making a custom world.
- + Engine Upgrade to 2021.2.13
- * Fixed issue with wearable GO layers being set on non-owned humans
- * Fixed unpause game issue when multi clients finished joining
- + Added protection for iteration over joining clients queue more than once
- * Fixed "No player brain with id: -1" error when joining as a client
- * Fixed swapping slots
- * Moved a couple places away from thread dispatching and using UniTask instead
- * Fixed stackables on clients going to 0 and not being removed from the GameObject
- * Fixed construction not syncing with client both were fixed by adding a system for the server to inform the client that objects are marked for deletion
- * Fixed construction causing stackable out of sync on client/server
- * Fixed server to client quantity not syncing
- * Fixed helmet overlay blocking vision
- * Created and assigned missing blueprints
- - Removed a load of logging
- * Fixed straight cables being invisible (initial draw data on build state on prefab wasn't set)
- + First pass on new physics update
- * Fixed interpolation of things
- + Separated client connecting and creation of character to fix a number of connection related issues
- * Fixed incorrect bit flag
- * Fixed clients playing leak camera effect constantly
- * Updated rest of sync vars
- * Fixed neighbor chunks not updating on clients. Was preventing SetVoxel from updating FaceMask previously, now correctly passing in whether or not it's a new chunk.
- + Added loading screen while client is joining
- + Replaced SyncVar attribute with byte array stream. Tagged with ByteArraySyncAttribute
- - Removed inadvertent logging call left in
- * Fixed error on first client when second client is joining
- + Added game pausing to client when another client is connecting
- * Fixed terrain changes not syncing correctly across network.
- * Fixed players not retaking control of their character when reconnecting to a server
- * Fixed client erroring when server is stopped
- * Fixed third client joining
- - Removed join data from being sent multiple times
- * Changed joining clients to be in an actual queue
- + Added Client to Server message. removing from byte array buffer.
- - Removed chunk debug logs
- * Fixed igniting welding torch on client end
- * Fixed syncing construction from server -> client. Still to do client -> server
- * Fixed errors on loading game
- * Fixed a few instances of !NetworkManager.IsServer being used incorrectly
- * Fixed issue with interact with message
- * Fixed sending of fragment messages when the time to send exceeded the frequency of sending
- + Added Biomass to tradeables data
- * Fixed issues with welding
- * Fixed sync onserver interaction event from client
- * Updated network settings options and ensured that all settings are being read
- * Updated network settings options
- * Moved a couple more CMDs to Onserver
- * Moved more interact cmds to OnServer
- * Fixed server not seeing player updates
- * Moved more jetpack stuff into OnServer
- * Fixed server attempting to send itself a message
- - Removed a bunch of logs and updated rocket log output to be more obvious
- + Added more items to ignore list
- * Moved jetpack message to OnServer
- * Moved UseComputerString to OnServer
- * Moved renaming things into OnServer
- * Moved AttackWith to OnServer class
- - Removed debugging lots from FragmentHandler
- - Removed debugging lots from FragmentHandler
- * Fixed no resources available for transport layer by rate limiting the state immediate fragments
- * Moved mining CMDs into OnServer
- * Fixed interactables sync both ways
- * Fixed server trying to process join queue when a client leaves
- * Fixed client not retaking control when it reconnects by ensuring that the client is removed from the list of connected clients
- * Moved InteractWith into OnServer
- + Added OnServer.SpawnDynamicThingInSlot()
- + Added OnServer.SpawnDynamicThingMaxStack()
- * Fixed player pausing issue and updated localized text to better handle
- + Updating localized text at runtime
- * Updated 'paused while player connecting' dialog text
- + Changed CmdMoveToStack to OnServer.Merge
- * Fixed OutOfRangeException when serializing Atmospheres which was causing network traffic to stop flowing. Now double buffering AllAtmospheres list for main thread.
- * Fixed server entity state change (e.g. server Human fainting) erroneously trying to send a message from server to server
- + Added SwapSlots to OnServer
- + Replaced CmdMoveToWorldPosition and CmdMoveToSlot with OnServer equivalents
- + Added log to check if network message being sent is larger than read buffer
- + Stopped RequestChunkAroundPlayer from running. Terrain generation should be triggered by the server, not client. Terrain request network message was larger than buffer.
- + Added synchronization of terrain seed for proper terrain LOD creation on client
- + Added first pass of streaming new terrain to client (via WriteStateImmediate)
- - Removed Decay bit flag as its messing things up
- + Added Decay network update flag
- + Cleaned up Thing class. Moving a lot of the other classes into their own file.
- * Updated pause dialog box
- + Started to remove server->client process messages.
- + Added item decaying to byte array stream.
- + Changed it so that the game really pauses when a player is connecting
- * Fixed error being silently logged when the meta server cannot be reached. A dialog box will now display informing the user what has happened.
- + Added a generic dialog box with two optional buttons.
- + Synced dropping item from client to server
- * Fixed oxygen, nutrition, hydration not being synced to client
- + Added Thing.TryFind to cut down on errors when client is joining
- * Fixed client not processing atmospheres correctly
- + Added starting all threaded work on the client
- - Removed unused code from atmospherics manager
- * Fixed DeserialisedOnJoin message for Atmosphere
- + Started with syncing Atmosphere
- + Added a TryFind to Thing
- + Added Atmosphere data syncing from server to client.
- + Made it so new PlayerCosmetics() defaults to Species.Human
- * Fixed Species index issue in player PlayerCosmetics data making the human spawn with no inventory
- + Added client side construction. Asks server to create thing.
- - Removed StateImmediate no longer needed
- + Created a owner to server stream same as server to client.
- * Fixed client animations not syncing on server
- + Improved animation data syncing to follow same as physics updates
- + Got human animations from server updating on client side
- - Removed index checking as to not let Interactables fail silently
- + Added quick fix solution for multiple clients trying to connect at same time.
- * Fixed issues with client 2 joining game.
- * Improved some exception context.
- * Fixed streams getting out of sync.
- * Forced network UpdateType to be fully set by the incoming packet rather than appending
- + Added better context message when cant find things
- * Fixed regression introduced by revision 15650 while keeping second client connecting.
- * Fixed compile error. again? not sure how that came back
- + Added better context to prefab finding
- * Fixed compile error
- * Fixed read/write streams being out of sync. Clients can now see server moving and vice-versa.
- * Stopped OnEnterInventory from setting NetworkUpdateType if on client. Previously client was trying to deserialize a Transform update that wasn't in the stream.
- + RocketBinaryReader/Writer now has Read/WriteNetworkUpdateType.
- + Added debug operation index in RocketBinaryReader and Writer to make it easier to check if the streams are in sync
- + Added reader/writer logging around WriteStateImmediate and ReadStateImmediate
- * Fixed server client glitching on clients
- * Client movement now processed on server
- * Client now sending positional/rotation data from client to server
- * Fixed authority of client over all dynamic things
- * Fixed dragging interaction
- - Removed Message hash set from FragmentHandler.cs
- + Added base thing, dynamic thing and some interactions to tick message
- + Start all managers on clients
- + Added sending player cosmetics data on client joined message
- + Added sending Human.OwnerClientId from server during join message.
- * Fixed local player position being set from server message.
- * Got Human position messages sending from Server to Client.
- - Removed some unused code
- - Removed events for sending network update messages
- + Started running the fragment message update loop
- - Removed unused message outbox used only by aotr
- + Cleaned up NetworkServer in preparation for sending via the fragment message
- * Fixed client not being able to move on join
- + Purged unused assets
- * Fixed GameManager.cs bugging out.
- + Added message feedback text when client is connecting.
- * Fixed server player being able to unpause their game closing the pause menu while client is connecting.
- + Added ability to add custom cliendIds.
- * Fixed players face not showing on non-owner players.
- + Unpause game when server has finished sending join data
- * Made pausing during client joining actually pause the game
- * Fixed server not unpausing after client has Connected
- - Removed UnityEditor using.
- - Removed need for MsgTypes for network messages.
- + Added MessageFactoryEditor to auto generate MessageFactory class.
- + Added simple Unit Test to validate MessageFactory array and dictionary are mirrored.
- + Added NetworkBase class for common functionality between server and client
- + implemented deserialization of remaining message types
- + Implemented all serialise/deserialse in NetworkMessageProcessor.cs
- * Extracted and cleaned up code for processing a general traffic message
- * Fix for client connecting creating a billion player objects.
- * Fixed binary writer logging error
- + Added a RocketBinaryCore class to handle common functions
- + Added RocketBinaryWriter/reader logging define to Stationeers menu
- + Added a 'none' message type
- * Fixed Loading screen not showing until all things loaded.
- + Added missing file
- + Made MessageBase use generics
- + Prepped old network messages for manual processing(previously handled by unet)
- + Completed Serialize/Deserialize of more messages
- + Added implementations of serialize/deserialize for NetworkMessageProcessor messages
- + Implemented serialise/deserialise to messages.
- + Added IMessageSerialisable for adding to other classes that get packaged with messages
- + Added grid3 to binary writer
- + Finished adding serialize/deserialize to messages
- + Added rocket binary reader and started serializing all messages sending via binary writer/reader
- + Added RocketBinaryWriter as a wrapper around BinaryWriter to make more explicit what type we're writing, as well as allow for easier debugging.
- * Fixed NetworkWriter buffer not being cleared after sending a message
- + Added pause and unpause game buttons to GameManager
- * Fixed Voice Notification Volume slider not effecting volume of voice notifications in Audio Settings Menu.
- * Changed Increased volume of voice notifications.
- * Fixed Electronics thread exception thrown by DiodeSlide.
- * Fixed client join behaviour
- + Added client id serialization to brain
- + Added client taking control of brain
- + Got server to client to server Handshake done which now unpauses game.
- + Got WorldSettingData message on client join.
- + Made brain and character spawn when a new player joins
- + Added brain prefab reference to networkserver for spawning new players
- * Fixed compile errors from downgrade
- + Added fake steam ID for testing locally in the editor
- * Updated rider package
- - Removed burst compiler
- + Changed terrain to load before things
- + Added wrapper method for some MonoBehaviour magic methods.
- * Fixed GridController being initialized twice
- - Removed debugging logs
- - Removed IsModified version check from chunk serialization
- * Fixed on join chunks not being read correctly on client
- + 3rd iteration on sending chunks in join message
- + Added missing manifest updates for engine update
- + updated to engine version
- + Added batched rendering for frames, as a first pass for other structures.
- * Wrapped steam not initialized error to only display when verbose logging is turned on
- * Fixed periodic stuttering / frame-rate drops.
- * Optimized Atmospherics processing to reduce memory allocations by a factor of 10.
- + Changed Refactored Mole and GasMixture to be structs.
- + Updated stationpedia entries
- + More InventoryManager clean up
- + Put spawn dynamic thing key action in Human. (creative mode)
- * Fixed bug with Robot not spawning correct jetpack items
- - Removed dedicated server scene from the project and applied all the client scene changes to the prefabs
- * Moved cursor logic from InventoryManager into CursorManager
- + Improved KeyWrap Polling.
- + Added secondary keys to a KeyWrap for holding shift or whatever.
- * Moved stationpedia keybinding to Human
- * Fixed bug created from last commit where input bindings weren't being added properly
- + Added input bindings to all new instances of input system callbacks
- + Added key press bind for local human
- - Removed swapping hands event from InventoryManager to HumanHandsBehaviour
- * Fixed the way local human was being set.
- * Fixed a connectionID issue where it was not correct when receiving The verify packet, Fixed by passing it back to client on Verify request.
- + Added fallback for finding local Human
- * Moved tool on/off behaviour into own script
- * Moved toggling night vision from InventoryManager to Human
- + Move player behaviour specific scripts into their own folder
- - Removed separate script for throw audio. was a bit overkill
- * Moved head light toggling to Human class
- * Brought swapping hands into its own script and out of InventoryManager
- * Fixed NRE when throwing item
- + Added Client VerifyConnection request and packet as an extra layer to the connection to server.
- + Added Ability for host to force kick clients from server, although clients can edit this to not happen they cannot access join data unless server verifies them first.
- + Added blocklist checks although this was taken and modified from the previous network system it should still work for the new one.
- + Added framework to check passwords for servers, They are passed in with the VerifyConnection packet. You will need to ask meta server if the server has a password or not.
- + Added Character creation for new players it currently takes the username and ID of the connecting client from the current transport and is sent to the server in the VerifyConnection packet. I've left options for characters to have their own login and name in the VerifyConnection message with the TODO comments.
- + Added Thread profiler tags For Atmos thread.
- - Removed An un-necessary cast in OcclusionManager.
- * Moved DynamicThing specific shouldIgnite behaviour onto DynamicThing class.
- - Removed Old gas spawning code from Tank.cs
- * Fixed Performance optimisation for terrain rendering.
- + Changed how IsRendered and IsMineableRendered enque tasks to the main thread. Reduced GC by factor of 1000 from 0.5MB to 0.5KB.
- * Moved Atmosphere stuff from InventoryManager into AtmosphericsManager
- * Moved CameraFOV inputs to CameraController script
- + Created Server to client Verification and included extra information requested from clients joining servers.
- * Fixed Tooltips
- * Moved specific CryoTube drop logic into ThrowItemBehaviour script.
- * Moved exiting vehicle logic into drop script.
- + Added new ProgressUI panel script and removed the gameObject references from InventoryManager
- + Added 'Builds' folder to ignore list
- + Changed GridManager to extend from Singleton.
- + Added world chunks to the join message
- + Added New Suit Voice. Replaces existing suit voice.
- * Fixed child out of bounds exception for eyes animation on robot
- + Added move to slot on the deserialize on on join
- + Added binary reader/writer extension methods for Vector3s
- * Fixed layering issues with jetpack in game
- + Added changing player cosmetics on slot occupant changed event
- * Fixed Booth chairs not aligning in some rotations.
- * Fixed Optimisation for how animations are handled on simple devices. Large bases will receive a substantial FPS increase.
- + Added SwitchOnOff and SwitchMode prefabs. Swapping out the existing switches is an ongoing work.
- - Removed animators from a number of things that were just animating a switch and a material swap.
- - Removed animators from wind turbines (they were running an update for sound anyway so more efficient to do the rotation there).
- + Added ParrelSync For testing multiplayer
- * Fixed jump suit showing when it shouldn't be on new game start
- + Improved clothing system.
- + Added NaughtyAttributes to project.
- + Added AssetUssageDetector to project.
- * Fixed client crashing when receiving meta data message
- - Stripped processing of join message on client
- + Added message length to join message
- - Removed unused fbx
- + Improved the way suit and clothing is being applied to player in game
- * Optimized animations on a number of items.
- + Added MaterialChanger.cs Helper monobehavoiur for material swapping for animations called form code.
- - Removed Animators from pipe Devices using materialChanger to handle animations.
- - Removed animators from all gas canisters.
- - Removed animators from jetpacks, sensors, ElevatorShaft, Klaxon, tablet-advanced, labeller.
- * Updated on client join in network server
- * Fixed Join Button on the scene.
- + Added Queing stuff and initialize player on join.
- * Initial fix for non-human species not spawning right slots etc.
- * Improved cohesion between MainMenu character and CharacterCustomisation character
- - Ripped out HumanIdentity and CharacterIdentity classes
- + Added INetworkSerializable and implemented it on NetworkObject and Asteroid
- + Added Cache of Int strings to StringManager. Use StringManager.GetIntegerString().
- - Removed animators from Batteries. BatteryCell state material change now handled in code.
- - Removed Animators from handtools that dont have animations.
- + Started adding Join message bare bones.
- * Optimised Interactions, Animation and sound playback of Logic chips.
- - Removed animators from logic chips.
- + Created new button prefab that handles the anim state and sounds of logic chips.
- * Moved all sound playback of logic chips to using audio pool (we now only play the sounds when local player is in range). This is more resource efficient and removes a lot of data duplication.
- * Fixed NRE going back to main menu
- - Removed randomising Species
- + Added new UISelectableTransition and UISelectableGraphicBehaviour scrips for more flexible UI selection states
- + Added presets for common UISelectableGraphicBehaviour states
- + Added support for Interactables to work with an Animator. Things can now handle their animations through code if required (using Thing.OnInteractableUpdated()). This is more efficient at scale as it avoids the update overhead on animators. Work to move common things to this new system is on-going.
- * Optimised Interaction handling and animation of lights.
- - Removed Animators from the standard lights.
- * Fixed light bulbs not showing the correct colour when painted.
- * Made Change Appearance button work in game.
- * Improved exception handling for missing blendshapes and mismatched blendshape indexing.
- * Fixed null error when entering character customization panel
- + Added expressions to CharacterCreationPanel
- * Server starts on new game if setting is set to true.
- + Added extra options to CharacterCreationPanel showing different clothes
- + Created new HairBehaviour script for handling hair states
- * Fixed start local host setting reference
- * Optimised Inventory UI slot interactions.
- - Removed animators from SlotDisplays and interaction displays. Instead we are now using code to run the animation changes to slot displays.
- + Added start localhost setting
- * Actually fixed layer masking issues now in game.
- + Added GUID to KitItem for better persistence support which doesn't rely on asset hashes.
- * Fixed bug where FacialHair SkinnedMeshRenderer was being disabled.
- + Added thirdperson event to GasMask to change the helmet layer
- + Added editor script to remove all empty directories.
- - Removed all empty directories
- * Fixed 'Property exceeds maximum allowed array size' warning in BatchedRenderer.Draw()
- - Removed Animators added in error to a number of prefabs.
- * Updated Manufacturing machines. (unity want to do this everytime someone changes the thing class)
- * Fixed Removed un-needed animators from a number of prefabs.
- * Fixing layering issues with player model in game when entering third person
- * Fixed performance optimisation for IC Editor screen.
- - Removed animators from LineOfCode prefab and reparented EditorLineOfCode to UserInterfaceBase. It did not need to be a UserInterfaceAnimated as the Animator was not being used.
- - Removed Human DLC from character customisation. Not supported yet.
- - Removed unused method
- + Big change to how the character skin meshed renderers are handled.
- * Fixed TimeOfDay setting not initialising (Vulcan was starting in Am rather than Pm).
- + Restored console commands for single player.
- - Removed boxing allocations from ThingCounter console string generation.
- + Cleaned up NetworkServer.cs file and moved LateUpdate to our own threaded NetworkUpdate Loop
- * Fixed in games settings menu button not working
- * Fixed ExitGame button not working.
- * Fixed FTUE welcome screen start tutorial button not working.
- * Fixed NRE when starting tutorial.
- * Fixed NRE in KitMetaData.
- + Added support for material variance in the batched renderer.
- + Batched renderer now supports setting of per-instance shader parameters via BatchedRenderer.SetVector/SetFloat.
- + Updated RocketBuild.cs to support correct server arguments
- + First pass on converting RocketBuild.cs to work on TeamCity
- - Removed spatial draw registration from cable.awake. Registration happens in ThingRenderer via RenderStateChanged()
- * Fixed colors not updating on cables when painted.
- + Hooked DrawData to ThingRenderer to allow changes of materials to be reflected in a Thing that is drawn by BatchedRenderer via ThingData
- + Merge Facepunch Steam sdk branch into Trunk
- + Added Sounds to LargeExtendableRadiator.
- + Added Broken Build states to LargeExtendableRadiator.
- * Fixed able to interrupt openclose anim on LargeExtendableRadiator.
- * Fixed Sunlight suppresses atmospheric heating of radiator (now it only supresses cooling).
- + Added CanConstruct parameters to Extendable Radiator.
- + Changed Atmos tick behaviour on Extendable radiator. Mix at similar pressure differential, move in direction of pressure differential when greater than 10Kpa.
- + Added Large Extendable Radiator. Optimized for Vacuum and low air pressure environments. When extended this device will move large amounts of heat between its internal liquid atmosphere and the world atmosphere. Pointing the panel towards the sun will heat its contents / supress its radiative efficiency. The Extendable Radiator is damaged by storms.
- + Added LargeExtendableRadiator (Kit) created at pipe-bender MkII.
- * Fixed Rotatable Devices snapping to target when passing through 0 degrees.
- * Fixed Some solar panels not correctly calculating sunlight exposure (when number of panels greater than 60)
- + Refactored RotatableDevice.cs into an interface IRotatable with accompanying helper class RotatableBehaviour.cs to contain base behaviour.
- + Added ISmartRotatable Interface to Electrical.cs. Removed ISmartRotatable from its various child classes: Solar Panel, Power Transmitter. PowerReciever, BatteryCellCharger, Gyroscope, LandingPad,PowerConnector, StellarAnchor, TorpedoTube.
- * Re-Parented PowerReciever.cs and PowerTransmitter.cs to ElectricalInputOutput.cs and moved their shared behavoiur into parent class: WirelessPower.cs
- + Added Defines.cs to contain Static string hashed for Animator and sounds.
- + Added first pass of batched renderer. Straight cables now uses the batched renderer system. Currently doesn't support colour changing yet.
- * Changed Position and rotation to Move position and move rotation.
- + Interaction events now replicate to Client from server.
- + Interaction events from client now send a request to server to make a change that is then replicated back to clients. This allows for server side authentication.
- * Fixed Objects not moving on host if only host is online in Byte array networking.
- + Added ability to interact with objects on host in byte array networking.
- * Fixed Liquid Tanks not buildable (Beta branch issue only).
- * Fixed A number of itemKits that could be deconstructed into an ItemKitDebug with a drill.
- + Added Test Light for the new byte network.
- + Added the ability to spawn Items on the new network via the creative menu.
- + Added the ability to send position and physics updates using the new byte array updates.
- * Updated Small Liquid Tank prefab to fix offset bug
- * Fixed Small Insulated Liquid Tank returns wrong kit when deconstructed.
- + Added new models for LiquidTanks
- * Changed Pipes now play stressed sound at 90% of Max Pressure (54Mpa).
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