6,973 Commits over 2,741 Days - 0.11cph!
Some code to join a game session
Fixing stuff part 1
Finished fixing stuff
Make sure vscode uses yarn
Hopefully fix github actions
Move the core code into a separate package in the same repo
Refactoring the game connection code and RPC code to be independent from Rust+/RN things
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Fix ChooseSpawnZone returning zone name instead of key
Fix prefab merge screwup in MenuUI.Options
ToggleResolution.Dropdown field was set to null when it wasn't supposed to be
Expose option to invert Y axis while mounted on the options menu (already existing vehicle_flipy convar)
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Use higher resolution icons for the in game item store
Fix item names shown twice on the item store (not perfect - some still show two names with minor differences)
Initial setup for menu2 dev (empty prefab, enable it from Tools -> Menu2 menu)
Merge from networkgrid_layers
Make the dungeon network group layers repeat every 100 units up so we have more than dungeon layer for more network isolation
Add support for layers along the Y axis (up) to network grid so it's now "3D" ish
Support pitching the camera up/down on the RC drone
Don't allow the chat UI to be open while debug camera is active
Prevent opening the chat UI if the player is dead/sleeping, or has a dialog open (should exclude poker UI already)
Automatically close the chat UI if those conditions fail
Allow changing the RC ID for drones
More audio fixes when flying the drone from the computer station
Improvements to base drone sound code to sound better for manual controller drones
Consolidate some logic for getting GC info
Add a new format "rcon" for clientperf which only sends responses to rcon
Replace the InputField for server search with RustInput, seems to fix the broken placeholder text for it
Disable the 'Optimized Loading' Full option (causes unpredictable crashes - it could work for weeks and then start crashing all the time for some reason)
Note that this crash is caused by skipping asset warmup (which the Full option automatically does)
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Remove prefab overrides in GameUI messing with the easter event UI
Remove RequireComponent from GhostSheetSystemSpaceUpdater, not really necessary and it makes prefab preprocess complain
Custom collider component support for BurstClothHitboxCollision
Allow specifying a transform to use for determining the up axis for cloth collision projection
Add a UseLocalGravity field to BurstClothHitBoxCollision to allow turning off automatic gravity orientation
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