255,024 Commits over 3,990 Days - 2.66cph!
fixed error in Tutorials Widget if there is no active tutorial
Sounds all multicasted properly
Merge branch 'master' of SandboxGame
API for changing options pages
Lost And Found protoinclude.
Fixed error when loading Estranged groups.
Defer creation of BaseEntity overrides until all code is processed, fixes partial classes
Adjusted some memory pool buffer sizes
GroupProgression persistence
Bound to be more issues to fix, but at least the game runs again.
Knowledge tab boilerplate
TabbedWindowsEditor fuckerage
added some cmd verification debug log, version++
Console commands can be in Sandbox.Unreal, added "connect" command
Always allow players from local addresses
Automatically convert localhost to 127.0.0.1 in connect
Use console command parameter default values
Merge branch 'master' of SandboxGame
Merged latest Plugins from Rust
Fixed the host not ending games immediately when the attacker still has command points left but they've killed all the enemy units
Rename sync context and task scheduler, they aren't unreal specific
Started a merge with latest version of Rust (not going to work just yet)
Data driving UI hint balls, removed old hints widget (use fullscreen tutorial modal in future)
changed gate material to signify whether it needs a key or not
Added description text to tutorial modal screen, above panels
Added building mechanic tutorial screen
added OptionMouseClicks option, logic not done yet
Fixed empty whats new panels showing on startup
Remobed some debug commands
tweaked sound api
Reverted Control1 map to fix layout
Reverted Control map to fix layout
Healer no longer thinks it can self targer
tutorial sub task parameters validation.
let's have clear weather during most of the first day of the tutorial.
Removed debug U key to hide UI
Added Facepunch.System
Added Facepunch.Api
Commented out "Transitioning from"
Facepunch.Api basics
Exception reporting
Build info
Temp fix for leaderboard entries not being displayed
Replaced a bunch of "new WaitForSeconds" with "CoroutineEx.waitForSeconds" (eliminates GC allocs)
Added CoroutineEx.waitForFixedUpdate / waitForSeconds / waitForSecondsRealtime
Stripped some unused nature assets that have been replaced by newer assets
Removed HX volumetric stuff from camera prefab
Stripped old grass assets
Stripped BehaveAsset icon
Whats new UI widget fuckery
Stripped TreePerfTest stuff
Stripped old grass system
Disabled dynamic batching (experiment)
Adjusted wanted decay times down a bit