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stationeers changelog v0.2.3298.16420

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Jun 3rd, 2022
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  1. * Another fix for helmet offset bug
  2. * Fixed NRE when requesting network data and a client is null
  3. * Fixed missing script editor error when selecting game controllers
  4. * Fixed two rovers being created when building a rover.
  5. * Fixed BuildStates being set twice on server.
  6. * Fixed Plants and seeds throw error spam when destroyed by lava.
  7. * Fixed On Loading game tanks/portable machines attached to connectors would be halfway in the floor.
  8. + Added server settings changes support
  9. * Fixed NREs when trying to join a server from the list
  10. * Fixed Error spam thrown by chickens
  11. * Fixed Can't drag dead players.
  12. * Fixed Can't drop your old body if you pick it up after respawning.
  13. * Fixed Key bindings not being reset after respawning.
  14. * Fixed Gasping breath on starting a game with a new character.
  15. * Fixed player animations not being synced to clients when the is occluding them
  16. * Fixed advertise server setting not working
  17. * Changed Slot rotation of canned food.
  18. * Fixed Double clicking on a server in the server browser doesn't work.
  19. * Fixed layering issue with GasMask when removing/add to head slot
  20. * Fixed Items in Lockers incorrectly rotated.
  21. + Added client side terrain generation to significantly reduce the amount of data sent over the network
  22. + Made ore generation actually deterministic to allow for client side terrain generation
  23. + Optimized ore vein generation
  24. * Fixed loading screen from being disabled to early for joining clients
  25. + Added destination IP for meta server
  26. * Potential fix for when suit becomes invisible to some players after client joining
  27. * Fixed gameObject layering issue for backpack and helmet when entering non-human slots
  28. * Fixed bed's missing material.
  29. * Fixed Objects in Right hand are rotated backwards on Load and Join.
  30. * 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.
  31. * Fixed issue with reagent mixer switch not showing error state
  32. * Fixed animation curves not being deserialized correctly on clients
  33. * Fixed New elevators Starting with a speed of 0.
  34. * Fixed Gas Canisters bought from Gas Traders were Empty.
  35. * Refactored TraderContacts to iReference-able system.
  36. * Fixed Trader Contacts not syncing to Clients.
  37. * Fixed Trading on clients not synced to server.
  38. * Fixed Electronics thread error message when un-loading world.
  39. * Fixed Computers sometimes unable to to see devices on their network (i.e Computer with CommsMotherboard not receiving updates from satellite dish).
  40. * Fixed Unable to buy more than 1x of a non-stackable item from a trader in a single transaction.
  41. * Fixed respawn conditions not loading when app starts
  42. * Fixed and improved respawning system where respawn conditions weren't assigned properly
  43. - Removed embedded TMP package in favour of registry version
  44. - Removed embedded TMP package in favour of registry version
  45. * Changed some min/max and default settings values
  46. * Fixed wrong material assigned.
  47. * Fixed refresh rate setting showing "resolution"
  48. - Removed more settings from menus
  49. + Added RefreshRate as a new dropdown in settings menu
  50. * Fixed NRE when trying to print to console before buffer is initialised
  51. * Fixed compiler error in AtmosphericScattering. #endif in wrong place.
  52. - Removed old console panel and moved remaining logs to be output through the new console
  53. - Removed most instances of <color=...> from logs
  54. * Fixed autosave not working until the setting was toggled off and on again
  55. * re applied custom world fix
  56. * Fixed Building new Sequencer music machine prevented game from saving.
  57. * Fixed Error spam when looking at input screws of a new sequencer machine.
  58. * Fixed Clients unable to interact with Logic Math Chips: Compare, Math, MathUnary, MinMax & Select.
  59. + 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).
  60. * Fixed Error on Server when clients body decomposes.
  61. * Fixed Error Thrown by suit when a body decomposes.
  62. * Fixed custom worlds in multiplayer
  63. * Fixed world setting data not being set to clients
  64. * Fixed ReagentProcessor not turning on when Bench is on
  65. * Fixed Elevator Speed Slow down. Have increased speed over original by 50%.
  66. * Fixed a bunch of errors thrown when clients die.
  67. * Fixed Stun Damage not healing over time when in a safe breathing environment.
  68. * Fixed throw time. Back to 1 sec (was accidently increased when throw power was increased)
  69. * Changed Ragdoll stops after a period of time on death.
  70. * Fixed humans eyes being opened when sleeping
  71. * Fixed humans eyes being opened when dead
  72. * Fixed sensor lens graphic not disappearing after ore is mined
  73. * Fixed Glitchy timing for Music machines clients.
  74. * Tightened up timings of rhythmic playback on music machines for host/single player.
  75. * Fixed SawLead patch not working on Leads cartridge.
  76. + Added trigger zone to computers to turn off screen when outside bounds to save on CPU costs for world UI
  77. * Fixed dropdown issues on Sorter and Fabricator PC screen
  78. + Improved scrolling with up/down buttons on computer screens.
  79. * Fixed Error spam on Opening Server browser.
  80. * Fixed music machines not working on client.
  81. * Another Fix for Crash on client when merging Networks.
  82. + Added support for joining from server list (upcoming feature)
  83. * 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.
  84. + Updated Elevator carriage tooltip to show when an elevator is not working because the shaft its trying to move through is turned off.
  85. * Fixed Hard crash on clients that could happen occasionally when networks were merged.
  86. + Added better syncing of Filter enum on comms motherboard
  87. - Removed batch mode check for a series of initialisation calls when app start
  88. + Added an overload to process one cmd line for CLI commands
  89. * Changed Increased Throw power by 50%.
  90. * Fixed Velocity of client players now effects the velocity of thrown items. (previously only worked for host)
  91. * Fixed Items dropped by clients drifting to the start drop position.
  92. * Fixed Items precision placed by clients drifting slowly to target position (they now snap).
  93. * Fixed Throwing sound not playing.
  94. * Fixed client not being able to depart a trader
  95. * Fixed client side filtering for comms computer
  96. * Fixed render distance on modular rocket itemkits.
  97. * Fixed SmartGasCanister not updating visualizer on clients.
  98. * Fixed instances where tablet (and other tootips) were not showing fractional values.
  99. - Removed some extra logging in dedicated. not needed
  100. * fixed NRE for internal atmosphere on dedicated server
  101. * Fixed Internal Atmosphere is not initialised on Dynamic Gas Canister when starting new game in Dedicated server.
  102. - Removed more DEDICATED_SERVER defines
  103. * fixed manual saves on dedicated server
  104. * Fixed Removing a pipe,cable or chute from a network would cause adjacent network elements to disconnect from their connected devices.
  105. * Fixed items in slots having the wrong position/rotation
  106. * Fixed issues with changing appearance within a game
  107. * Fixed Dynamic items stuttering when rotating on clients.
  108. * Fixed ToggleLogBps command.
  109. - Removed unnecessary error logs
  110. * Fixed syncing issues with player cosmetic data
  111. - Removed half precision for rotation and position on dynamic thing update messages
  112. * 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".
  113. - Disabled Some network logging.
  114. * Potential fix for items on characters being incorrectly rotated/positioned on join.
  115. - Removed some debuging code
  116. * Fixed client having local authority over everything until they take control of a character
  117. * Fixed AngleGrinder spin-down sound plays when saving game.
  118. * Fixed AudioEventUpdates being added to queue for things that didn't have sounds.
  119. * Fixed Signs sync correctly to clients.
  120. * Fixed LightOnOff Sounds play when suit battery is empty.
  121. * Changed Halved the size of the terrain clutter
  122. * Fixed stuttering movement on physics items when piled on top of each other.
  123. * Fixed error thrown on client when body decays.
  124. + added support for spaces for arguments surrounded with quotations in console window. Use case: 'loadgame' command for paths or filenames.
  125. + added 'leave' or 'exit' command to exit a game session
  126. * Changed exiting client side message to a lower level to handle all IExitable implementations
  127. * Fixed Client not receiving the last atmosphere update when an atmosphere is evacuated.
  128. * Fixed console input not working by disabling in world debugging until solution can be found
  129. * Fixed Rover tire sound playing in vacuum.
  130. * Fixed Rover movement is stuttering in single player.
  131. * Fixed client getting out of Sleeper
  132. * fixed issue where join message was OK but didn't break loop resending if failed.
  133. + added log command
  134. + Added save commands to ingame CLI
  135. * Improved text wrapping in ConsoleWindow
  136. * Fixed Build Error.
  137. * Fixed Some devices get disconnected from a cable network when it was merged with another network in certain configurations.
  138. * Fixed Devices labelled by clients or server do not have the custom name set on other clients.
  139. * Fixed Pipe label is invisible when placed on server. (now shows default text).
  140. * Fixed Playing FX on fire Extinguisher when in batch mode.
  141. - Modified Sentry Config
  142. + Added some verbose logging to join queue process
  143. * Fixed Steel frame not blocking sound.
  144. * Fixed Exception thrown by suit on join: UnityEngine.Renderer.set_enabled(UnityEngine.Renderer,bool).
  145. * Fixed Exception thrown by battery when disconnecting.
  146. + Added batch mode checks to sound playback in audio manager.
  147. * Fixed spawning things through CLI
  148. * First pass on trade transactions on clients (Trading now work on clients but with some bugs)
  149. + Improved CommandLine code for future proofing scaling
  150. * Fixed Clients not seeing Global Atmosphere Temperature correctly (bug Introduced rev.16267).
  151. * Fixed Incorrect interaction tool-tip on plants in Dynamic Hydroponics planter for clients.
  152. * Fixed Clients not seeing plants at correct growth state on join.
  153. * Fixed Seed packets throwing an index out of range exception.
  154. * Fixed mismatch in read/write type in client trade request message
  155. * Fixed NRE thrown by suit.
  156. * Fixed Index out of range error caused by suit.
  157. * Second iteration on fixing traders
  158. + Added the ability to re-smelt advanced alloys in the advanced furnace, as the inability to do so was confusing to players.
  159. * fixed Constantan only having a upper smelting temperature of 9999, instead of the 99999 all others hav
  160. * 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.
  161. * Fixed Atmospherics exception caused by changing the DeregisteredAtmospheres collection on the thread during NetworkUpdate Write function.
  162. * Fixed Gas Displays not showing the correct Mode on clients when joining.
  163. * Fixed Errors thrown on client and server when joining during a storm.
  164. * Fixed Advanced composter creating 120x too much gas at super cold temperatures.
  165. + added error log when client is receiving atmosphere.parentId as 0.
  166. * fixed issue with trying to get steam avatar when steam sdk not intialised
  167. * Fixed Atmospheres undergoing changes in Pressure would have their Temperature flipflop between incorrect values on client.
  168. * Fixed Error on client when player decomposes.
  169. * 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).
  170. * Fixed Clients sometimes seeing a vacuumed out atmosphere as having a small amount of gas remaining.
  171. * 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).
  172. * Fixed exception where client is trying to create an internal atmosphere on a structure in batched mode
  173. * 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.
  174. - Removed placeholder auto launch arguments
  175. * Fixed -new launch command
  176. + added -load launch command
  177. + Added GameManager.IsBatchMode static property to replace DEDICATED_SERVER preprocessor
  178. * Fixed Wireless power transmitter causing error on load.
  179. * Fixed case where cables could become invisible.
  180. * Fixed clients mining causing critical error on server
  181. * Disabled Position message updates for items hidden in slots.
  182. * Optimised Dynamic item network message by order of magnitude. Bandwidth reduced from 200KB/s to 20KB/s on test case.
  183. * Fixed Clients Destroying items that are out of bounds (only server should do this)
  184. * Reduced Initial Judder of item when throwing on client.
  185. * Fixed Quaternion must be unit length error on Client.
  186. - Removed bandaid fix for items being offset (pos/rot) in slots
  187. * Fixed Helmet being rotated incorrectly on clients when they join
  188. * Fixed server error when clients connect to saves with a trader landing pad
  189. * Fixed IC Code on computers getting wiped when client joins.
  190. * Fixed Clients don't get correct IC message errors.
  191. * Fixed build error
  192. * Fixed WirelessPower not working on Clients.
  193. * Changed Config Cartridge to run on logic thread.
  194. * Fixed IC source code not getting sent to clients in certain cases.
  195. * First pass on fixing traders for clients
  196. + Added console command 'steam' to check if Steam is initialised and if DLC is valid for user.
  197. * Fixed NRE Error thrown by Jetpack on respawn as client.
  198. * More NRE checks when leaving game.
  199. * Fixed Hash display values being inconsistent on client.
  200. + Added null/destroyed checks in CameraController. Causes a lot of NREs when leaving game
  201. * Fixed Several edge cases where Atmospherics thread could break on load (Thanks @GamersCircle).
  202. - Removed null checks on string binary writer
  203. * Fixed client side error when a null string is passed over the NetworkUpdateType
  204. * Fixed NRE when building on client with empty off-hand slot.
  205. * Fixed Logic displays, dials and a number of other logic devices animating based on the previous setting rather than the current setting on Client.
  206. * Fixed build error
  207. * fixed debug overlays
  208. * fixed font/spacing on the console
  209. * Fixed ModularRockets not loading in correctly.
  210. * Fixed ProgrammableChip not syncing.
  211. * Fixed syncing ProgrammableChipMotherboard device dropdown
  212. * Fixed cables and pipes doubling up when clients place them
  213. * Fixed syncing of ProgrammableChipMotherboard
  214. * Fixed Error on Client when stacking items using mouse control.
  215. * Fixed placing advanced furnace kit causing NREs with InternalAtmosphere
  216. * Fixed Occasionally Global atmosphere would be created when mining out sealed rooms underground.
  217. * Fixed Clients not being sent atmosphere updates when the number of moles of gas in a pipe or tank was very low.
  218. - Disabled Sentry
  219. * Fixed an instance were clients were creating atmospheres they weren't supposed to.
  220. * Optimised Network message for rotatable things (reduced rotation precision on client from doubles to FP16).
  221. * Fixed a number of issues with clients interacting with logic chips in multiplayer.
  222. * Fixed Gas Displays and Advanced airlock not working on clients.
  223. * Fixed Numerous issues with circuitBoards not working correctly for clients in multiplayer.
  224. * Fixed OnFinishedLoad and OnFinishedThingSync not being called on clients.
  225. * Fixed InitAllDevices not being called on clients.
  226. + Added All LogicChip synced variables to byte array message.
  227. * Fixed items in slots being at wrong rotation when rejoining game as a client
  228. * Fixed editor issue when playing game without SteamId assigned in inspector
  229. * Fixed NRE for InternalAtmosphere on Jetpack and Canister
  230. * Removed redundant IsOutgoingQueueFull check (Thanks Baughn)
  231. * Fixed issue where GameMetaData wasn't reaching new joining client as current joining client is processing.
  232. + Increased the acks and max sent message queue size values
  233. + Added unreliable network channel for handshake messages
  234. * Fixed Atmosphere error caused by client's room manager creating atmospheres.
  235. * Re-organised Bitflags for network update types.
  236. * Fixed MusicMachines, CircuitHousing, Logic BatchReader not syncing to clients.
  237. * Fixed ores being able to have negative stack values
  238. * Fixed BitArray de-sync edge case that would cause "Error: Thing is null during network update. ReferenceId:0".
  239. * Fixed damage states not syncing on client join
  240. - Removed intialising steam sdk in unity editor.
  241. * Fixed LogicMotherboard syncing on join
  242. * Added missing null check
  243. * Fixed data cable not syncing to client on computers
  244. * Fixed Log spam on clients when client deconstructs pipe and splits a network.
  245. * Fixed Sanitised pipe network atmosphere messages to exclude some bad data.
  246. * Stopped clients from processing network updates for objects they have authority over
  247. * Fixed Adding a pipe onto a pipe network using wrench tool deletes all gas in the network.
  248. * Improved atmosphere network message to only send delta states. Reduced atmosphere message size by 70%.
  249. * Fixed client -> server interactions syncing properly. (still a little more work to do in this area)
  250. * WIP commit for shifting atmospheres to only sending delta states over network update.
  251. * Moved Atmosphere classes into their own files.
  252. + Refactored FilterGas functions.
  253. * Optimised Atmosphere network message from 76 to 50 bytes per atmosphere.
  254. * Fixed welding torch flame stays on when gas runs out.
  255. + Added HalfToFloat operation to RocketMath. returns max or min value when and the value is out of bounds rather than float.infinity.
  256. * Changed BurnedPropaneQuantity to burned propane ratio. (used to display flame visualizers).
  257. + Refactored previous weeks work on LogicMotherboard significantly improving how data was syncing
  258. * Fixed Case where solar panels could throw NRE "Error: Thing is null during NetworkUpdate. ReferenceId:0".
  259. * Changed AudioSequencer and Landing pad to use Setting/Processing update types instead of interactable update type for auxiliary interactions.
  260. - Removed old network messages from logic units.
  261. * Fixed Case where damage update could cause Error: "thing is null during NetworkUpdate refId:0".
  262. * Changed Damage state to use a static read/write functions to allow the message to be read even when DamageState is null.
  263. * Fixed Items that are queued for destroy no longer send network updates.
  264. * Fixed computer scene dropdown contents layering issue in Logic Motherboard
  265. * Fixed Water bottles being created 66% full and water bottles spawned in creative mode being 166% full.
  266. * Fixed ChuteNetworks causing clients to fail joining.
  267. * Aligned ChuteNetwork merging logic with other network types.
  268. * Fixed Some solarPanels had OnOff and Open interactions added in error. This could cause them to be disabled.
  269. * Fixed build error.
  270. * Fixed Bug where devices would not connect to cable and pipe networks if the cable or pipe was placed AFTER the device.
  271. * Fixed Several cases during network message preparation that could cause the following Null Reference Exception "Error: thing is null during network update. ReferenceId: 0".
  272. * Fixed Things not un-dirtying their Interactables after sending a network update causing them to send the same update message forever after.
  273. * Fixed DamageUpdate type not being cleared following sending a damage update causing damage updates to be send continuously for damaged items.
  274. * Fixed A number of items that has animators added to the prefabs in error.
  275. + 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
  276. * Fixed server breaking when the message pool is filled
  277. * 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.
  278. * Fixed Logic Readers with no assigned device will cause server to throw an error.
  279. * Fixed Joining a save game as client getting stuck because some pipe/cable networks were being cleaned-up in error.
  280. * Fixed PipeNetworks not splitting their atmosphere correctly when split (bug introduced in previous build).
  281. * Fixed Error thrown on clients when constructing portable gas tank.
  282. * Changed Sentry configuration
  283. * Fixed Issue where Clients pipe networks would become de-synced from Server when pipe-networks were joined or merged or when pipe were merged.
  284. * Improved network performance by optimizing data types (created vector/quaternion half precision variants) for dynamic thing physics updates
  285. * 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.
  286. * 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.
  287. * Reduced time taken to write network messages by a factor of 10
  288. * Fixed NullReferenceException that could be thrown when receiving internal atmosphere updates on client.
  289. * Made "Thing Transform is Null" error more verbose for tracking
  290. * 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.
  291. * Changed Moved Terrain Mesh colliders onto child game-object on terrain layer. Asteroid parent (which contains the mesh) is now on the default layer.
  292. * Fixed Fridge powered atmosphere not loading in correctly.
  293. * Refactored Cable, Pipe and Chute networks to use the new referencing system.
  294. * Fixed a number of string generation allocations.
  295. * Fixed AirConditioner initialisation error preventing save from loading.
  296. + Second pass on batch mode (dedicated server). Important console commands have not been added yet (save, load, kick, etc.)
  297. * Fixed issues with logic boards settings not syncing properly over network
  298. * 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)
  299. * Restored Threshold for world atmospheres to be removed to original value. Was potentially causing some strange behaviour.
  300. * 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.
  301. * Fixed Bug where a new ActiveVent would not pump gas until its mode switch was toggled.
  302. + Set up framework for running the game in batch mode
  303. * Fixed Placing pipe causes atmospherics error.
  304. * Fixed Possible race condition when registering atmospheres from the thread.
  305. * Fixed Atmospheres not being deregistered from the IReferencable collections.
  306. * Fixed Errors causing saves to fail to load and/or clients fail to join caused by Fridge, VendingMachineRefrigerated and IceCrusher.
  307. * Changed networkUpdateType on Atmosphere to uint.
  308. * Changed All atmospheric Calculations including clean up of atmospheres now handled on Server.
  309. + 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.
  310. * Changed world atmospheres now exist a bit longer before they are removed. was when within 0.1mols of Global, now 0.01mols.
  311. * Fixed Greatly reduced the number of new WorldAtmospheres being created. Previously atmospheres around atmospheric items/ devices were being created and deleted each tick.
  312. * Fixed items burning in the world would sometimes remove oxygen from (and add energy to) the planets global atmosphere.
  313. * Fixed items sometimes not getting deleted when damage was at max.
  314. * Fixed new debug overlay not displaying
  315. * Fixed terrain and ores not spawning in as you move
  316. * Fixed sun orbit period not being synced to client
  317. * Fixed weather events not syncing to client
  318. * Fixed battery structures not display not syncing when joining
  319. * Fixed grenades not working
  320. * Fixed jetpack syncing issues on client
  321. * Fixed slotted items not being in correct position sometimes.
  322. + Added ThingTransformPosition and ThingTransformLocalPosition properties for easier debugging of transform positions
  323. + Added check for MoveToSlot if its already in a slot.
  324. * Fixed console input not working with new debug overlay
  325. * Fixed in world debug tooling and implemented the existing atmos debug tools from the console
  326. + Added null checks for local human in keybinder. Was causing NRE in start menu
  327. * Fixed respawn modal not showing after giving up when unconscious
  328. * Fixed respawn modal showing when dead body has decayed
  329. * Fixed health damage still decrementing after rehydration
  330. * Changed keybinding stage to be set in KeyManager static way rather than binding to Human.
  331. - Removed removing key binding if not is local human. Instead just ignoring
  332. * Changed OcclusionManager threaded work now runs once per frame.
  333. * 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)
  334. * 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.
  335. * Fixed (potentially) for keybinding state issues when Stationpedia/other input windows is used and other areas e.g respawning.
  336. + Added new class in clump all the Human inputs together for easier debugging.
  337. - Removed ConsoleWindow closing when clicking away from it.
  338. * Fixed a number of compiler warnings.
  339. * Changed Thing.PackageJoinData to iterate over the list of things rather than the list of IReferencables, it was causing a strange compiler error.
  340. - Removed INetworkSerializable interface
  341. + Added IReferencable, generic interface for referencing different types
  342. - Fixed pooled chunks causing invisible colliders for clients, as well as floating chunks when loading a game
  343. * Fixed precision placement on client
  344. * Fixed invisible chunks blocking clients after re-joining a server
  345. * Fixed clients not able to read cable network data with tablet. Current Load, Potential Load and Required Load were not being synced.
  346. * Fixed Barebones starting conditions trying to add PortableSolarPanel to hard backpack when its run out of available slots
  347. * Fixed client not able to drag another body
  348. * Fixed Unable to play disabled audio source error on broken solar panels.
  349. * Fixed Traders credits not being updated on trade confirmed.
  350. * Fixed On Switch colliders on Consoles and ConsoleLEDS being very small.
  351. * Fixed On Switch on Medium Transformer Reversed rotated incorrectly.
  352. * Fixed When loading a save sometimes players would fall through the ground for a while the terrain was still generating.
  353. * Fixed Clients can no longer create a character / possess a character while terrain is still generating.
  354. * Potential Fix for objects in chutes/stackers falling out on loading game.
  355. * Changed Increased the amount of time allowed to Generate terrain each frame.
  356. * Fixed autosave getting stuck if respawn settings exception is thrown
  357. * Fixed save path error that was causing some saved games to not show in list
  358. * Potential fix creative mode not working on loads
  359. * Fixed spawn condition data being set once for every language
  360. * Fixed custom save path not working. This also fixed some associated auto save issues.
  361. + Added Thing command to print all things count, and find things with given ReferenceId
  362. * Fixed FOV setting not being loaded when joining as a client
  363. * Fixed A number of issues around synchronising damage to clients.
  364. * Fixed Lava damaging player while they still had a suit & helmet. (Now players will only take lava Damage once either is destroyed).
  365. * Fixed Lava damaging faster at higher frame-rates.
  366. - Removed OcclusionManager TickSpeed slider. (now locked at 200ms)
  367. - Removed Virtualised rendering option.
  368. - Removed ChatPanel. Paving the way for a newer one.
  369. * Fixed hanging loading screen when world loading fails. Now shows a modal message of the cause.
  370. - Removed key binding state log message (you can manually print it from the console)
  371. - Fixed clients not closing connection when leaving a server
  372. * Fixed Null Reference error spam when dynamic gas canister destroyed.
  373. * Fixed robot player spawning with wrong slots and gear
  374. - Removed Keymanager logging to console
  375. * Fixed Clients not being able to use items (water bottle etc.)
  376. * Refactored keybinding state stacking
  377. * Fixed button interactions not working for clients
  378. * Refactored keybinding state stacking
  379. * Fixed edge case where airlocks got out of sync on clients.
  380. * Stopped errors automatically getting copied to clipboard
  381. * Fixed third camera view remaining enabled when leaving and loading a game
  382. * Fixed no head issue when a custom character hasn't been created
  383. * Fixed Data port on wind turbine not working.
  384. * Fixed Cables not breaking at 5Kw limit and instead endlessly playing sparking effect.
  385. * Fixed Jetpack visualizer not being synced
  386. * Fixed clients jetpacks not consuming fuel
  387. * Fixed key input states stacking infinitely when pausing and unpausing
  388. + Added 'keybindings' command to console to view all current bound keybindings to the LocalHuman
  389. * Moved Camera key bindings to Human
  390. * Fixed Airlocks and advanced airlocks not working for clients.
  391. * Fixed Displays not working on clients.
  392. * Fixed Motherboard commands not being synced to clients and clients.
  393. * Fixed clients not sending motherboard commands to server.
  394. * Fixed Error during load caused by LogicHashGen.
  395. * Tightened up ESC cancelling while joining. Now key event only registered on game change changed event.
  396. * Fixed errors from NetworkTransport when stopping game in editor
  397. * Fixed game going back to start menu when pressing escape
  398. * Fixed Clients unable to interact with search button on printers.
  399. * Fixed Clients selection of printing item on printers not sent to server.
  400. * Fixed A number of interactions that were not server authoritative.
  401. * Fixed Airlock controls not syncing their controlMode to clients
  402. * Fixed getting stuck at loading screen when ip address is not found
  403. * Fixed Cable, Chute and Rocket Networks not being replicated correctly on Clients.
  404. * Fixed Logic Chips, Vents, consoles and some other devices not having their powered status set on clients on join.
  405. * Changed OcclusionManager and RoomManager tick rate to 200ms (was previously running multiple times per frame)
  406. * Fixed Pipe Networks not being synced to clients.
  407. * Fixed Unrecognized atmosphere '0' Error spam.
  408. + Added network message to clients when server has disconnected
  409. * Fixed spawn menu not working on clients
  410. - Turned off verbose logging
  411. * Fixed hosting not working after hosting and then leaving a game and trying to host again
  412. * Fixed NRE from Motherboard when joining game.
  413. * Fixed usernames displaying as "Test"
  414. * 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.
  415. * Fixed no clean shaven or bald hair options in character customisation
  416. * 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.
  417. - Removed client side behaviour for interactions from the OnServer Class into the NetworkClient class.
  418. * Made multiple joining clients lightening fast!
  419. + Added player count to steam rich presence
  420. * Fixed issues with pause state while multiple clients joining at the same time.
  421. * Fixed respawning on client resulting in a second "ghost" character being created
  422. * Fixed long client joining time
  423. - Removed Unity splash screen
  424. * Optimised destroying items. Will greatly reduce frame-time spikes when multiple items are destroyed in the same frame.
  425. - Removed unused scripts.
  426. + Cleaned up player list logic. Handled disconnection betterer
  427. * Improved respawning on clients
  428. + 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.
  429. * Moved plant debugs behind verbose logging
  430. * Optimised Server tick. Was previously looping over all structures now just loops over the structures that require updating on Ser Tick.
  431. + Added player back with all connected clients
  432. * Optimization for LOD flares on Lights. Increased the time between updating Brightness of flares.
  433. + Created a player list of clients and syncing with clients
  434. * Fixed null errors being thrown when respawning as client
  435. * Fixed LogicMath chips causing error loading saves.
  436. + Added character customisation persistence for multiplayer games
  437. * Improved respawning on clients (intermediate commit)
  438. * Fixed client reconnecting creating a new character instead of taking control of their existing one
  439. * Fixed customised character not being synced over network
  440. * Fixed customised character not being synced over network
  441. * Fixed "thing with reference id x not found" errors when reconnecting as a client
  442. * Fixed players appearing naked after changing appearance in game.
  443. * Improved joining game progress information
  444. * Fixed Unassigned Reference Exception from Main Camera when clients are loading into game.
  445. * Set non-owned Humans to Default layer fixing rendering issues from camera as well as other players showing up in your HUD render texture.
  446. * Optimised performance of sound playback on machines.
  447. * Moved interactable sound playback to using a UniqueQueue. (previously started a new co-routine/uni-task for each sound).
  448. * Fixed Frame-Time spike that could occur when large numbers of the same device were turned on.
  449. * Optimized Audio Concurrency handling, moved sorting functions to threaded tasks.
  450. * Moved Concurrency tick over to using Uni-task.
  451. * Fixed emotion randomly changing sometimes in character creation
  452. * Fixed faceless character when leaving a game back to start menu.
  453. * Fixed being unable to fix solar panels.
  454. * Fixed AttackWith wasn't correctly passing the completion ratio, and all AttackWith actions would have been set to 0% completion. Now correctly setting ratio.
  455. * Fixed Sensor lenses on my characters face in third person is not showing (but they show on the profile pic in the hud)
  456. * Fixed not being able to join a game because of imgui hiding the create character button
  457. * Fixed missing animation from rocket
  458. * Fixed Motherboards and Circuit boards not always loading in their connected Devices when loading larger bases.
  459. * Fixed Mining rocket can get "Lost" during save loading.
  460. * Fixed Rocket Coupling unit visible when the rest of the rocket has launched or is lost.
  461. * Fixed Rocket plumbing meshes appear when rocket is lost.
  462. * Fixed Advanced Furnace(and other) settings wheel from being rotated incorrectly
  463. * Fixed prefab spawn menu
  464. * Fixed error that sometimes occurred on load when trying to play a sound.
  465. * Moved ScheduledSoundPlay() Coroutine to using Uni-task.
  466. * Fixed tiny collider box for OnOff Switch on wall heater.
  467. * Fixed time desync. Server and client should now see the game having the same time again.
  468. * Fixed LiquidCanisterSmart causing loading a game to hang indefinitely on "loading things".
  469. * Fixed Optimisation for trigger plates (was using get component).
  470. * Fixed Ice doesn't melt in a vacuum room when the sun is shining on it.
  471. * Fixed items not decaying in a vacuum
  472. - Disabled Tutorials until the game is more stable and they can be fixed properly
  473. * Fixed Switching from human female in a jumpsuit to robot keeps the female shape
  474. * Fixed main menu objects being visible in the character customization screen
  475. * Fixed depth of field null error
  476. * Fixed moving your mouse when paused causing the camera to move
  477. * Updated sentry sdk to latest version
  478. * Fixed missing shader on main camera error
  479. - Removed capturing of unity logs by the console in editor as a test to confirm that this is what is causing the crashes
  480. * Fixed game input controls triggering when DynamicInvPanel is open
  481. * Fixed LightOn Key not working when loading into a game for the 2nd time.
  482. * Fixed AirConditioners not working (Can't interact with settings buttons).
  483. * Fixed black screen on launch
  484. * Fixed error "Invalid antiAliasing value (must be at least 1)"
  485. * Fixed "SendChunkStream Not implemented" error being erroneously reported
  486. * Fixed compressed loading images
  487. - Removed spammy logs
  488. * Fixed tooltip being in wrong position when changing screen resolutions
  489. * Fixed AdvancedAirlockControl not working.
  490. + Added Syncing of Advanced airlock pressure settings to clients.
  491. * Fixed crashing when exiting play mode in editor
  492. * Fixed in game input actions triggering while trying to search in Stationpedia
  493. * Fixed Pipe Analyser tooltip not showing correct localized names of gases.
  494. * Fixed in game actions triggering when input windows are open
  495. * Fixed Wrenching crates off lander or dismantling the lander would cause the player to teleport to the lander seat position.
  496. * Implemented stacking to KeyInputState system
  497. * Fixed Logic Unit ToolTips showing bad data.
  498. + Added key input states to console window
  499. * Fixed Imgui.End() not being reached for ConsoleWindow
  500. * Fixed IC chips not working
  501. * Fix for imgui crashing unity when exiting play mode
  502. - Removed verbose logging
  503. - Removed a bunch of logs
  504. * Fixed Pressure regulators and volume pumps might not allow full range of setting
  505. * Fixed Commented out escaping to quit game at loading screen while loading a game.
  506. + Added extra log for reg/unreg from cancel keyup events
  507. * Fixed helmet inventory window "Flush" button showing "Light Off" display text.
  508. + Added new console
  509. - Removed all the profiler tags. In future these should be removed after the profiling work is completed.
  510. * Fixed gameobject layering issues on human when respawning
  511. - Removed debug steam rich presence
  512. + Added new command line argument system
  513. + beginnings of steam rich presence inviting
  514. * Fixed Merging to slot with drag and drop puts the merged stack in the wrong slot.
  515. * Fixed Split half and split one button interactions decrements the stack but does not spawn the split items.
  516. + Added discord game sdk to project
  517. * Fixed decay not happening in single player loads
  518. * Fixed several instances of messages being "sent to the server" in single player mode
  519. * Fixed Storm Fx just showing white squares.
  520. * Fixed broken shader for storms.
  521. * Fixed Error when placing new straight cable.
  522. + Added KeyInputStates to fix issue with input clashing.
  523. * Fixes issue opening helmet when in game pause state.
  524. * Fixed ActiveVent switches not being interactable.
  525. * Fixed a number of errors caused when in a SinglePlayer the was game trying to send messages to clients.
  526. + Added missing null check causing null exception error on occlusion thread
  527. * Fixed NRE error when respawning.
  528. * Fixed Logic units throwing NRE error when setting read/write outputs.
  529. * Fixed NRE when pressing Alt when client ready to join screen.
  530. * Fixed Error when buying item from trader.
  531. * Fixed Error when interacting with trading motherboard.
  532. * Fixed player eyebrows showing when entering game.
  533. - Removed behaviour that kicks player to main-menu if _hostId is < 0.
  534. * Fixed Loading Game with rover kick you back to main menu.
  535. * Fixed inserting logic Motherboard kicks to main menu.
  536. * Fixed AudioSequencer throwing NRE errors when setting output in single-player.
  537. - Removed un-needed logging from AirlockControl,
  538. * Fixed Rendering settings not being applied correctly when loading into a game.
  539. - Removed "game paused" log
  540. * Downgraded steamserver error to warning
  541. * Updated upnp mapping
  542. * Fixed which port is used for upnp
  543. * Fixed errors on launch caused by initialization orders
  544. * Fixed seeing eyes and hair when loading game
  545. * Fixed pressing escape leaving the game instead of going in to the menu
  546. * Fixed eyes being visible when starting a new game
  547. + Added logging for upnp mapping
  548. * Fixed game port not being pulled from settings
  549. * Fixed error on starting game related to populating prefab spawn panel
  550. + Added handshake system for updating server on client progress. Prepared for timeout system.
  551. + Added Deans ProofOfConcept Static Batcher (currently Disabled).
  552. * 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.
  553. * 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.
  554. * Fixed pipe network being null on client side.
  555. * Fixed NRE when client joining a loaded game.
  556. - Removed background from client joining loading screen
  557. * Fixed custom colours not syncing
  558. * Fixed respawning not working
  559. - Removed Redundant late update loop on GameManager (was eating 6ms frame time on big map).
  560. + Added profiling tags to track down physics update performance degradation.
  561. * Fixed loading screen for loading game.
  562. * Fixed everything floating in the air
  563. * Fixed Error from CircuitHousing. was using GameManager.RunSimulation instead of NetworkManager.IsServer.
  564. - Removed client timeout logic. Needs to be rethought in NetworkServer.
  565. * Fixed issue with escape kicking player to main menu within game.
  566. + Added starting process for connection time outs. (wont be functional yet)
  567. * Fixed Rotatable Devices not syncing to clients.
  568. * Fixed build error.
  569. * 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.
  570. * Disabled loading screen at brain take control
  571. * Fixed cancelling on loading screen as joining client
  572. + Added cancelling from joining server
  573. + Added cancelling to creating a new game task.
  574. + Added new Splash scene with loading bar feedback
  575. * Fixed items in hand slots being in the wrong position/size.
  576. - Removed old reagent update message. This is now handled by Thing.SerializeDeltaState.
  577. + Added Send Thing.ReagentMixture to clients on join.
  578. * Fixed Build Error.
  579. + Added Sycing of Thing.ReagentMixture to Clients.
  580. * 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.
  581. + Added Read() and Write() function generation to Reagent Generation script.
  582. + Added a loading screen for other players while another client is joining
  583. + Added loading screen to client joining server process
  584. * Fixed Mineables not being removed on clients.
  585. * Fixed Mining effects not playing on clients
  586. * Fixed Move to world not working on clients (regression from rev.15814)
  587. + Added Sentry package (disabled for now)
  588. * Changed updating loading screen % to only happen every 100ms
  589. * Fixed ores not spawning on server when clients mine.
  590. * Fixed draggable things
  591. - Removed old loading screen.
  592. + Added imgui.ini to ignore list
  593. * Fixed no joint being created on while dragging things on the client
  594. - Removed debug log from creation of things
  595. + First pass on ImGui loading screen
  596. * Fixed Clients not sending swap slots items messages to Server.
  597. * Updated burst package
  598. * Fixed brain not found bug
  599. * Fixed Clients not sending attackWith Message.
  600. * Fixed Popping issues around chunk loading. (terrain was being rendered before having its correct mesh and position values applied).
  601. * Fixed Custom world panel not showing terrain previews when changing terrain types or after having previously loaded a map.
  602. * Fixed NRE when leaving custom world screen under certain conditions. (custom worlds with no moon/sun)
  603. * Fixed client assigning incorrect ReferenceIDs
  604. * Extended timeout for clients to receive and find their brains
  605. * Fixed drag and drop to swap slots leading to the item being oddly placed in the SlotsChecks
  606. * Previous bandaid fix was causing MoveToSlotMessage.Process to be run on client even after we handled reparenting via FragmentHandler Transform update
  607. * Fixed Chunk MeshCollider Error when loading a map the 2nd time or making a custom world.
  608. + Engine Upgrade to 2021.2.13
  609. * Fixed issue with wearable GO layers being set on non-owned humans
  610. * Fixed unpause game issue when multi clients finished joining
  611. + Added protection for iteration over joining clients queue more than once
  612. * Fixed "No player brain with id: -1" error when joining as a client
  613. * Fixed swapping slots
  614. * Moved a couple places away from thread dispatching and using UniTask instead
  615. * Fixed stackables on clients going to 0 and not being removed from the GameObject
  616. * 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
  617. * Fixed construction causing stackable out of sync on client/server
  618. * Fixed server to client quantity not syncing
  619. * Fixed helmet overlay blocking vision
  620. * Created and assigned missing blueprints
  621. - Removed a load of logging
  622. * Fixed straight cables being invisible (initial draw data on build state on prefab wasn't set)
  623. + First pass on new physics update
  624. * Fixed interpolation of things
  625. + Separated client connecting and creation of character to fix a number of connection related issues
  626. * Fixed incorrect bit flag
  627. * Fixed clients playing leak camera effect constantly
  628. * Updated rest of sync vars
  629. * 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.
  630. + Added loading screen while client is joining
  631. + Replaced SyncVar attribute with byte array stream. Tagged with ByteArraySyncAttribute
  632. - Removed inadvertent logging call left in
  633. * Fixed error on first client when second client is joining
  634. + Added game pausing to client when another client is connecting
  635. * Fixed terrain changes not syncing correctly across network.
  636. * Fixed players not retaking control of their character when reconnecting to a server
  637. * Fixed client erroring when server is stopped
  638. * Fixed third client joining
  639. - Removed join data from being sent multiple times
  640. * Changed joining clients to be in an actual queue
  641. + Added Client to Server message. removing from byte array buffer.
  642. - Removed chunk debug logs
  643. * Fixed igniting welding torch on client end
  644. * Fixed syncing construction from server -> client. Still to do client -> server
  645. * Fixed errors on loading game
  646. * Fixed a few instances of !NetworkManager.IsServer being used incorrectly
  647. * Fixed issue with interact with message
  648. * Fixed sending of fragment messages when the time to send exceeded the frequency of sending
  649. + Added Biomass to tradeables data
  650. * Fixed issues with welding
  651. * Fixed sync onserver interaction event from client
  652. * Updated network settings options and ensured that all settings are being read
  653. * Updated network settings options
  654. * Moved a couple more CMDs to Onserver
  655. * Moved more interact cmds to OnServer
  656. * Fixed server not seeing player updates
  657. * Moved more jetpack stuff into OnServer
  658. * Fixed server attempting to send itself a message
  659. - Removed a bunch of logs and updated rocket log output to be more obvious
  660. + Added more items to ignore list
  661. * Moved jetpack message to OnServer
  662. * Moved UseComputerString to OnServer
  663. * Moved renaming things into OnServer
  664. * Moved AttackWith to OnServer class
  665. - Removed debugging lots from FragmentHandler
  666. - Removed debugging lots from FragmentHandler
  667. * Fixed no resources available for transport layer by rate limiting the state immediate fragments
  668. * Moved mining CMDs into OnServer
  669. * Fixed interactables sync both ways
  670. * Fixed server trying to process join queue when a client leaves
  671. * Fixed client not retaking control when it reconnects by ensuring that the client is removed from the list of connected clients
  672. * Moved InteractWith into OnServer
  673. + Added OnServer.SpawnDynamicThingInSlot()
  674. + Added OnServer.SpawnDynamicThingMaxStack()
  675. * Fixed player pausing issue and updated localized text to better handle
  676. + Updating localized text at runtime
  677. * Updated 'paused while player connecting' dialog text
  678. + Changed CmdMoveToStack to OnServer.Merge
  679. * Fixed OutOfRangeException when serializing Atmospheres which was causing network traffic to stop flowing. Now double buffering AllAtmospheres list for main thread.
  680. * Fixed server entity state change (e.g. server Human fainting) erroneously trying to send a message from server to server
  681. + Added SwapSlots to OnServer
  682. + Replaced CmdMoveToWorldPosition and CmdMoveToSlot with OnServer equivalents
  683. + Added log to check if network message being sent is larger than read buffer
  684. + Stopped RequestChunkAroundPlayer from running. Terrain generation should be triggered by the server, not client. Terrain request network message was larger than buffer.
  685. + Added synchronization of terrain seed for proper terrain LOD creation on client
  686. + Added first pass of streaming new terrain to client (via WriteStateImmediate)
  687. - Removed Decay bit flag as its messing things up
  688. + Added Decay network update flag
  689. + Cleaned up Thing class. Moving a lot of the other classes into their own file.
  690. * Updated pause dialog box
  691. + Started to remove server->client process messages.
  692. + Added item decaying to byte array stream.
  693. + Changed it so that the game really pauses when a player is connecting
  694. * Fixed error being silently logged when the meta server cannot be reached. A dialog box will now display informing the user what has happened.
  695. + Added a generic dialog box with two optional buttons.
  696. + Synced dropping item from client to server
  697. * Fixed oxygen, nutrition, hydration not being synced to client
  698. + Added Thing.TryFind to cut down on errors when client is joining
  699. * Fixed client not processing atmospheres correctly
  700. + Added starting all threaded work on the client
  701. - Removed unused code from atmospherics manager
  702. * Fixed DeserialisedOnJoin message for Atmosphere
  703. + Started with syncing Atmosphere
  704. + Added a TryFind to Thing
  705. + Added Atmosphere data syncing from server to client.
  706. + Made it so new PlayerCosmetics() defaults to Species.Human
  707. * Fixed Species index issue in player PlayerCosmetics data making the human spawn with no inventory
  708. + Added client side construction. Asks server to create thing.
  709. - Removed StateImmediate no longer needed
  710. + Created a owner to server stream same as server to client.
  711. * Fixed client animations not syncing on server
  712. + Improved animation data syncing to follow same as physics updates
  713. + Got human animations from server updating on client side
  714. - Removed index checking as to not let Interactables fail silently
  715. + Added quick fix solution for multiple clients trying to connect at same time.
  716. * Fixed issues with client 2 joining game.
  717. * Improved some exception context.
  718. * Fixed streams getting out of sync.
  719. * Forced network UpdateType to be fully set by the incoming packet rather than appending
  720. + Added better context message when cant find things
  721. * Fixed regression introduced by revision 15650 while keeping second client connecting.
  722. * Fixed compile error. again? not sure how that came back
  723. + Added better context to prefab finding
  724. * Fixed compile error
  725. * Fixed read/write streams being out of sync. Clients can now see server moving and vice-versa.
  726. * Stopped OnEnterInventory from setting NetworkUpdateType if on client. Previously client was trying to deserialize a Transform update that wasn't in the stream.
  727. + RocketBinaryReader/Writer now has Read/WriteNetworkUpdateType.
  728. + Added debug operation index in RocketBinaryReader and Writer to make it easier to check if the streams are in sync
  729. + Added reader/writer logging around WriteStateImmediate and ReadStateImmediate
  730. * Fixed server client glitching on clients
  731. * Client movement now processed on server
  732. * Client now sending positional/rotation data from client to server
  733. * Fixed authority of client over all dynamic things
  734. * Fixed dragging interaction
  735. - Removed Message hash set from FragmentHandler.cs
  736. + Added base thing, dynamic thing and some interactions to tick message
  737. + Start all managers on clients
  738. + Added sending player cosmetics data on client joined message
  739. + Added sending Human.OwnerClientId from server during join message.
  740. * Fixed local player position being set from server message.
  741. * Got Human position messages sending from Server to Client.
  742. - Removed some unused code
  743. - Removed events for sending network update messages
  744. + Started running the fragment message update loop
  745. - Removed unused message outbox used only by aotr
  746. + Cleaned up NetworkServer in preparation for sending via the fragment message
  747. * Fixed client not being able to move on join
  748. + Purged unused assets
  749. * Fixed GameManager.cs bugging out.
  750. + Added message feedback text when client is connecting.
  751. * Fixed server player being able to unpause their game closing the pause menu while client is connecting.
  752. + Added ability to add custom cliendIds.
  753. * Fixed players face not showing on non-owner players.
  754. + Unpause game when server has finished sending join data
  755. * Made pausing during client joining actually pause the game
  756. * Fixed server not unpausing after client has Connected
  757. - Removed UnityEditor using.
  758. - Removed need for MsgTypes for network messages.
  759. + Added MessageFactoryEditor to auto generate MessageFactory class.
  760. + Added simple Unit Test to validate MessageFactory array and dictionary are mirrored.
  761. + Added NetworkBase class for common functionality between server and client
  762. + implemented deserialization of remaining message types
  763. + Implemented all serialise/deserialse in NetworkMessageProcessor.cs
  764. * Extracted and cleaned up code for processing a general traffic message
  765. * Fix for client connecting creating a billion player objects.
  766. * Fixed binary writer logging error
  767. + Added a RocketBinaryCore class to handle common functions
  768. + Added RocketBinaryWriter/reader logging define to Stationeers menu
  769. + Added a 'none' message type
  770. * Fixed Loading screen not showing until all things loaded.
  771. + Added missing file
  772. + Made MessageBase use generics
  773. + Prepped old network messages for manual processing(previously handled by unet)
  774. + Completed Serialize/Deserialize of more messages
  775. + Added implementations of serialize/deserialize for NetworkMessageProcessor messages
  776. + Implemented serialise/deserialise to messages.
  777. + Added IMessageSerialisable for adding to other classes that get packaged with messages
  778. + Added grid3 to binary writer
  779. + Finished adding serialize/deserialize to messages
  780. + Added rocket binary reader and started serializing all messages sending via binary writer/reader
  781. + Added RocketBinaryWriter as a wrapper around BinaryWriter to make more explicit what type we're writing, as well as allow for easier debugging.
  782. * Fixed NetworkWriter buffer not being cleared after sending a message
  783. + Added pause and unpause game buttons to GameManager
  784. * Fixed Voice Notification Volume slider not effecting volume of voice notifications in Audio Settings Menu.
  785. * Changed Increased volume of voice notifications.
  786. * Fixed Electronics thread exception thrown by DiodeSlide.
  787. * Fixed client join behaviour
  788. + Added client id serialization to brain
  789. + Added client taking control of brain
  790. + Got server to client to server Handshake done which now unpauses game.
  791. + Got WorldSettingData message on client join.
  792. + Made brain and character spawn when a new player joins
  793. + Added brain prefab reference to networkserver for spawning new players
  794. * Fixed compile errors from downgrade
  795. + Added fake steam ID for testing locally in the editor
  796. * Updated rider package
  797. - Removed burst compiler
  798. + Changed terrain to load before things
  799. + Added wrapper method for some MonoBehaviour magic methods.
  800. * Fixed GridController being initialized twice
  801. - Removed debugging logs
  802. - Removed IsModified version check from chunk serialization
  803. * Fixed on join chunks not being read correctly on client
  804. + 3rd iteration on sending chunks in join message
  805. + Added missing manifest updates for engine update
  806. + updated to engine version
  807. + Added batched rendering for frames, as a first pass for other structures.
  808. * Wrapped steam not initialized error to only display when verbose logging is turned on
  809. * Fixed periodic stuttering / frame-rate drops.
  810. * Optimized Atmospherics processing to reduce memory allocations by a factor of 10.
  811. + Changed Refactored Mole and GasMixture to be structs.
  812. + Updated stationpedia entries
  813. + More InventoryManager clean up
  814. + Put spawn dynamic thing key action in Human. (creative mode)
  815. * Fixed bug with Robot not spawning correct jetpack items
  816. - Removed dedicated server scene from the project and applied all the client scene changes to the prefabs
  817. * Moved cursor logic from InventoryManager into CursorManager
  818. + Improved KeyWrap Polling.
  819. + Added secondary keys to a KeyWrap for holding shift or whatever.
  820. * Moved stationpedia keybinding to Human
  821. * Fixed bug created from last commit where input bindings weren't being added properly
  822. + Added input bindings to all new instances of input system callbacks
  823. + Added key press bind for local human
  824. - Removed swapping hands event from InventoryManager to HumanHandsBehaviour
  825. * Fixed the way local human was being set.
  826. * Fixed a connectionID issue where it was not correct when receiving The verify packet, Fixed by passing it back to client on Verify request.
  827. + Added fallback for finding local Human
  828. * Moved tool on/off behaviour into own script
  829. * Moved toggling night vision from InventoryManager to Human
  830. + Move player behaviour specific scripts into their own folder
  831. - Removed separate script for throw audio. was a bit overkill
  832. * Moved head light toggling to Human class
  833. * Brought swapping hands into its own script and out of InventoryManager
  834. * Fixed NRE when throwing item
  835. + Added Client VerifyConnection request and packet as an extra layer to the connection to server.
  836. + 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.
  837. + Added blocklist checks although this was taken and modified from the previous network system it should still work for the new one.
  838. + 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.
  839. + 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.
  840. + Added Thread profiler tags For Atmos thread.
  841. - Removed An un-necessary cast in OcclusionManager.
  842. * Moved DynamicThing specific shouldIgnite behaviour onto DynamicThing class.
  843. - Removed Old gas spawning code from Tank.cs
  844. * Fixed Performance optimisation for terrain rendering.
  845. + Changed how IsRendered and IsMineableRendered enque tasks to the main thread. Reduced GC by factor of 1000 from 0.5MB to 0.5KB.
  846. * Moved Atmosphere stuff from InventoryManager into AtmosphericsManager
  847. * Moved CameraFOV inputs to CameraController script
  848. + Created Server to client Verification and included extra information requested from clients joining servers.
  849. * Fixed Tooltips
  850. * Moved specific CryoTube drop logic into ThrowItemBehaviour script.
  851. * Moved exiting vehicle logic into drop script.
  852. + Added new ProgressUI panel script and removed the gameObject references from InventoryManager
  853. + Added 'Builds' folder to ignore list
  854. + Changed GridManager to extend from Singleton.
  855. + Added world chunks to the join message
  856. + Added New Suit Voice. Replaces existing suit voice.
  857. * Fixed child out of bounds exception for eyes animation on robot
  858. + Added move to slot on the deserialize on on join
  859. + Added binary reader/writer extension methods for Vector3s
  860. * Fixed layering issues with jetpack in game
  861. + Added changing player cosmetics on slot occupant changed event
  862. * Fixed Booth chairs not aligning in some rotations.
  863. * Fixed Optimisation for how animations are handled on simple devices. Large bases will receive a substantial FPS increase.
  864. + Added SwitchOnOff and SwitchMode prefabs. Swapping out the existing switches is an ongoing work.
  865. - Removed animators from a number of things that were just animating a switch and a material swap.
  866. - Removed animators from wind turbines (they were running an update for sound anyway so more efficient to do the rotation there).
  867. + Added ParrelSync For testing multiplayer
  868. * Fixed jump suit showing when it shouldn't be on new game start
  869. + Improved clothing system.
  870. + Added NaughtyAttributes to project.
  871. + Added AssetUssageDetector to project.
  872. * Fixed client crashing when receiving meta data message
  873. - Stripped processing of join message on client
  874. + Added message length to join message
  875. - Removed unused fbx
  876. + Improved the way suit and clothing is being applied to player in game
  877. * Optimized animations on a number of items.
  878. + Added MaterialChanger.cs Helper monobehavoiur for material swapping for animations called form code.
  879. - Removed Animators from pipe Devices using materialChanger to handle animations.
  880. - Removed animators from all gas canisters.
  881. - Removed animators from jetpacks, sensors, ElevatorShaft, Klaxon, tablet-advanced, labeller.
  882. * Updated on client join in network server
  883. * Fixed Join Button on the scene.
  884. + Added Queing stuff and initialize player on join.
  885. * Initial fix for non-human species not spawning right slots etc.
  886. * Improved cohesion between MainMenu character and CharacterCustomisation character
  887. - Ripped out HumanIdentity and CharacterIdentity classes
  888. + Added INetworkSerializable and implemented it on NetworkObject and Asteroid
  889. + Added Cache of Int strings to StringManager. Use StringManager.GetIntegerString().
  890. - Removed animators from Batteries. BatteryCell state material change now handled in code.
  891. - Removed Animators from handtools that dont have animations.
  892. + Started adding Join message bare bones.
  893. * Optimised Interactions, Animation and sound playback of Logic chips.
  894. - Removed animators from logic chips.
  895. + Created new button prefab that handles the anim state and sounds of logic chips.
  896. * 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.
  897. * Fixed NRE going back to main menu
  898. - Removed randomising Species
  899. + Added new UISelectableTransition and UISelectableGraphicBehaviour scrips for more flexible UI selection states
  900. + Added presets for common UISelectableGraphicBehaviour states
  901. + 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.
  902. * Optimised Interaction handling and animation of lights.
  903. - Removed Animators from the standard lights.
  904. * Fixed light bulbs not showing the correct colour when painted.
  905. * Made Change Appearance button work in game.
  906. * Improved exception handling for missing blendshapes and mismatched blendshape indexing.
  907. * Fixed null error when entering character customization panel
  908. + Added expressions to CharacterCreationPanel
  909. * Server starts on new game if setting is set to true.
  910. + Added extra options to CharacterCreationPanel showing different clothes
  911. + Created new HairBehaviour script for handling hair states
  912. * Fixed start local host setting reference
  913. * Optimised Inventory UI slot interactions.
  914. - Removed animators from SlotDisplays and interaction displays. Instead we are now using code to run the animation changes to slot displays.
  915. + Added start localhost setting
  916. * Actually fixed layer masking issues now in game.
  917. + Added GUID to KitItem for better persistence support which doesn't rely on asset hashes.
  918. * Fixed bug where FacialHair SkinnedMeshRenderer was being disabled.
  919. + Added thirdperson event to GasMask to change the helmet layer
  920. + Added editor script to remove all empty directories.
  921. - Removed all empty directories
  922. * Fixed 'Property exceeds maximum allowed array size' warning in BatchedRenderer.Draw()
  923. - Removed Animators added in error to a number of prefabs.
  924. * Updated Manufacturing machines. (unity want to do this everytime someone changes the thing class)
  925. * Fixed Removed un-needed animators from a number of prefabs.
  926. * Fixing layering issues with player model in game when entering third person
  927. * Fixed performance optimisation for IC Editor screen.
  928. - 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.
  929. - Removed Human DLC from character customisation. Not supported yet.
  930. - Removed unused method
  931. + Big change to how the character skin meshed renderers are handled.
  932. * Fixed TimeOfDay setting not initialising (Vulcan was starting in Am rather than Pm).
  933. + Restored console commands for single player.
  934. - Removed boxing allocations from ThingCounter console string generation.
  935. + Cleaned up NetworkServer.cs file and moved LateUpdate to our own threaded NetworkUpdate Loop
  936. * Fixed in games settings menu button not working
  937. * Fixed ExitGame button not working.
  938. * Fixed FTUE welcome screen start tutorial button not working.
  939. * Fixed NRE when starting tutorial.
  940. * Fixed NRE in KitMetaData.
  941. + Added support for material variance in the batched renderer.
  942. + Batched renderer now supports setting of per-instance shader parameters via BatchedRenderer.SetVector/SetFloat.
  943. + Updated RocketBuild.cs to support correct server arguments
  944. + First pass on converting RocketBuild.cs to work on TeamCity
  945. - Removed spatial draw registration from cable.awake. Registration happens in ThingRenderer via RenderStateChanged()
  946. * Fixed colors not updating on cables when painted.
  947. + Hooked DrawData to ThingRenderer to allow changes of materials to be reflected in a Thing that is drawn by BatchedRenderer via ThingData
  948. + Merge Facepunch Steam sdk branch into Trunk
  949. + Added Sounds to LargeExtendableRadiator.
  950. + Added Broken Build states to LargeExtendableRadiator.
  951. * Fixed able to interrupt openclose anim on LargeExtendableRadiator.
  952. * Fixed Sunlight suppresses atmospheric heating of radiator (now it only supresses cooling).
  953. + Added CanConstruct parameters to Extendable Radiator.
  954. + Changed Atmos tick behaviour on Extendable radiator. Mix at similar pressure differential, move in direction of pressure differential when greater than 10Kpa.
  955. + 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.
  956. + Added LargeExtendableRadiator (Kit) created at pipe-bender MkII.
  957. * Fixed Rotatable Devices snapping to target when passing through 0 degrees.
  958. * Fixed Some solar panels not correctly calculating sunlight exposure (when number of panels greater than 60)
  959. + Refactored RotatableDevice.cs into an interface IRotatable with accompanying helper class RotatableBehaviour.cs to contain base behaviour.
  960. + Added ISmartRotatable Interface to Electrical.cs. Removed ISmartRotatable from its various child classes: Solar Panel, Power Transmitter. PowerReciever, BatteryCellCharger, Gyroscope, LandingPad,PowerConnector, StellarAnchor, TorpedoTube.
  961. * Re-Parented PowerReciever.cs and PowerTransmitter.cs to ElectricalInputOutput.cs and moved their shared behavoiur into parent class: WirelessPower.cs
  962. + Added Defines.cs to contain Static string hashed for Animator and sounds.
  963. + Added first pass of batched renderer. Straight cables now uses the batched renderer system. Currently doesn't support colour changing yet.
  964. * Changed Position and rotation to Move position and move rotation.
  965. + Interaction events now replicate to Client from server.
  966. + 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.
  967. * Fixed Objects not moving on host if only host is online in Byte array networking.
  968. + Added ability to interact with objects on host in byte array networking.
  969. * Fixed Liquid Tanks not buildable (Beta branch issue only).
  970. * Fixed A number of itemKits that could be deconstructed into an ItemKitDebug with a drill.
  971. + Added Test Light for the new byte network.
  972. + Added the ability to spawn Items on the new network via the creative menu.
  973. + Added the ability to send position and physics updates using the new byte array updates.
  974. * Updated Small Liquid Tank prefab to fix offset bug
  975. * Fixed Small Insulated Liquid Tank returns wrong kit when deconstructed.
  976. + Added new models for LiquidTanks
  977. * Changed Pipes now play stressed sound at 90% of Max Pressure (54Mpa).
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