126,618 Commits over 4,109 Days - 1.28cph!
sam sites on top of launch
manifest
[D11] [UI] Collapsed #if defines into single check instead of multiple to try and fix this build issue.
[D11] [UI] Changing the inventory variant panels to match the mockups
[D11] Rob suggest taking the set out
[D11] [UI] Added D11_NEWHUD define for TogglePosition call on ChangePositionComponent.
[D11] [UI] Added new HUD icons for stance and backpack. Removed old textures and replaced them with a sprite sheet. Fixed potential define error in PieMenuChat.
[D11] Server Overview/Feedback is now interactable on the in-game menu
[D11] Take out previous changes they didn't work
[D11] [UI] Adjusted transition speed and method in Main Menu frontend. Added open/close animations to Quick chat menu. Added Input bar to Quick Craft menu. Changed "Change Position" method in Quick Chat menu to match Quick Craft and Building Planner pie/radial menus.
[D11] Do a PCHosted build first on PS4 followed by a Package
[D11] First pass user signin to PSN on ps4
Another attempt at fixing sleepers in safe zones.
Shipping containers / 3m and 6m variants
[D11] frontend/bootstrap integration WIP. Reorganise scene slightly to preserve the navigation bar when going into a map.
Added ropes to HAB simulation
Increased blend steps to 12
Added HAB deflated static mesh
[D11] Apparently use OpenScene()
[D11][UI] Fix for HUD belt bar background
[D11][UI] Water catcher, item filter and information panel fixes
Fixed packet flooding while reskinning using repair bench (RUST-195)
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[D11] Fake Jenkins Methods
[D11] File-based logging system for dedicated servers.
tweaks to HAB-colliders-concave-merger
Split cargo ship hull interior into two separate meshes
Fixed serialization fuckups from the Unity upgrade / downgrade
Fixed serialization fuckups from the Unity upgrade / downgrade
[D11] frontend/bootstrap integration WIP. Support separate per-platform task timings. API for checking whether a specific part of the bootstrap is complete. Currently this is used to make sure the warmup bundle is loaded before connecting to a server, because if forced to wait too long the connection attempt will fail. Probably need to send a keep-alive packet during loading instead, will be more robust and overlap different processes more effectively.
[D11] WIP Game Feedback on the pause menu & fixes for context sensitive button presses going through menus
[D11][TUTORIAL] Added custom stripped manifest asset file, uses D11_LOCAL_SERVER
[D11][UI] Crafting screen expanded queue
Trying to fix LOD preprocessing sometimes going wrong by unloading the active scene & any unused assets before doing the build
Prevent double-streaming of LODs
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[D11][TUTORIAL] Added build options for Xbox One