127,406 Commits over 4,109 Days - 1.29cph!
[D11] [UI] WIP Building Context fixes. Support for displaying Control Type B and fixing height-adjustment issue.
[D11][UI] Cache server data in server admin screen. Improved flow for wip actions
[D11] Change .map filenames to include checksum value
Small refinery conversion.
Scene backup.
GPU instancing on a bunch of materials.
Deleted unused pre-rework horse assets
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Scene backup.
Default shadow settings on wall2 lights
[D11] [UI] Server Stats display thousands with commas.
[D11] Pre-populate save position slots to aid QA
Updated foliage shader to fix wind
Re-applied ASE patch for hdrp 7.0.1
[D11] [UI] Server Stats totals implemented. WIP server usage stats implementation.
Converted puzzle card readers.
[D11][UI] WIp version of about update page
Don't fuck with Time.* shit in benchmark mode
Better benchmark UI hiding
[D11] [UI] WIP Server Stats implementation (translations added, working on hooking up actual stat retrieval now).
Basic engine audio working. Still need to port MaxSpeedEstimate to the client to properly set up the gearing.
Hide moviemaker UI if benchmark
Fix NRE in ViewModel.Update
Update to 2019.3.0b3
[D11][UI] Hooked up ingame connected players list to expanded rustworks request data
forest populations tweaks
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[D11][UI] Implement wipe server option. Navigation to top-up credits page on renew server.
[D11][OPTIMIZE] Reduced packet memory copying by getting rid of some internal buffer/byte copy and using a custom streaming class. I did this both to reduce the redundant copies and with an eye to buffering the un-serialised messages.
Save on an IOEntity if it's been placed by a player (see PlayerPlaced)
Use to distinguish between monument entities and player entities
Added engine state info, and propagating that to modules. Added basic engine start/stop/loop audio (no pitch shift yet)
Some weird missing metas.
Driving physics settings edits
Hacked together a quick test. Takes a monument, gets all the meshes that will be seen within a specified range, batches them all together, then generates a low res texture array for them all producing a single draw call proxy. Also tried reducing the mesh with mixed results...
WIP support for third person held entities, currently set up on acoustic guitar
Added an instrument view point to the player model, still not super happy with this
Merge from Main -> Vehicles
Better solution: Modules now use changes in parenting to automatically add/remove on both client and server. Sync no longer necessary. Handles destruction also as destroyed entities automatically de-parent. Since child entities are automatically parented on start, it also handles vehicles that start with modules already attached.
Post-merge shader fix + re-added dilate filter
Hook up drum kit materials
Remove change perspective RPC calls, do everything from client side perspective mountable callbacks
increased Windmill heat protection
[D11] Add extra fields to Rustworks active players list request
Latest terrain build
Terrain config tweaks
Foliage, playing with filter cutoff on grass/forests
[D11] Replace old active players request with new Rustworks request