121,596 Commits over 4,048 Days - 1.25cph!
[D11] [UI] WIP changing item notifications to use pre-placed panels rather than spawning/destroying at runtime. Changed item notifications to update and track items that are the same rather than showing new notifications for items with the same definitions. Item notifications now show overall harvest alongside last harvest instance.
Fixed projectiles going the wrong speed with changed timescale
Projectiles move smoothly during timescaled demo playback
[D11][UI] Cosmetic update to frontend
Fixed any potential NREs in LightGroupAtTime
[D11] Re-enable noclip protection
When scrubbing only update entities that have changed during the delta
[D11] Add error handling around Rustworks login failure
[D11] Remove unused variable.
Fixed GameManifest editor bug
Profiling
Don't use Enum.HasFlag (garbage, slow)
Don't set UserIDString on load unless UserID changed
Load GUIDs from GameManifest in editor, fallback to AssetDatabase if not found (faster, no gc)
[D11] Rustworks initialisation fix for PS4 in Editor
[D11] Add Rustworks login test
[D11] Disable antihack for console: noclip, fly, speed
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[D11] Fix for ps4 touchpad button detection
[D11] DTLS server console command and extra telemetry for tracking packet loss and sizes.
Manifest & related excavator files.
Various other small stuff.
Scene & prefabbery.
Illuminated control panels.
Split into another entity
Emissive for powered control panel.
Better cabin and headlights.
Various other stuff.
Updated foliage shaders for parity on input and most functionality
Added shader functions for foliage wind and wave displacement
Fixed deprecated shader compile error
Fixed exception when scrubbing
Keyframe.Indexer.HasEntity optimisation
Profiling
[D11] [UI] Fixed pickup/dropped notifications not stacking.
[D11] [UI] Simplified notice area for pick up/dropped notifications while investigating layout optimisations
[D11] [UI] Fixed bottom right vital info not showing.
[D11] DTLS reliable-order timeout/retry made less strict as 4k servers are now disconnecting with false-positives. Needs more investigation.
[D11] [UI] Fixed property field and define issue in Vitals classes.
[D11][OPTIMIZATION] Sound occlusion interval brought down
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[D11][OPTIMIZATION] Skinned mesh collision ray casts vs the bone nodes rather than the skin which is much too slow. Selects the bone node which is perpendicularly closes to the ray. Lets see if QA see any major problems. The arrows "sticking out" are probably going to have to be re-thought.
[D11] [UI] Vital Info notices now update from the list so they can be enabled/disabled at runtime. Disabled layout element height animation while investigating layout build optimisations.
[D11] Small translation change
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[D11] Initial check-in for new style Frontend
[D11] [UI] Changed pie wheel texture filtering to bilinear to address visible artifacting.
[D11] DTLS reliable-order retransmission max attempts. Fix for orphaned connections causing large outgoing network spikes.
Fixed hunters jacket skin mat
Better culling distances on the topside.