199,626 Commits over 4,140 Days - 2.01cph!
More UI
Jenkinsfile for Unity 2018.1.5f1
vending machine rotate exploit fix
Fixed passing loot through walls using research table exploit
Fixed building placement widget showing when not in placement mode
Building placement hides inspector windows
Stat bar styling, colors
Fixed NRE in Settlement.Load
Part 1 of changes to boot ps4 into a fixed server game. This commit removes server side checks that are specific to Steam.
Part 2 of changes to boot ps4 into a fixed server game. This commit removes client side checks that are specific to Steam, and makes a hard coded local server appear in the server list (click "FIND GAME" button, select "Local Network" server list, then click the refresh button and "localserver" should show up, connect to this like normal)
Crafting, build and research UI consistency
additional change for detecting the local player without steam present. This means currently we can only connect one player to our local server, but we will replace the user id generation with our own system and remove this as things progress.
Added prefab list asset for world SDK
FileSystem rewrite for Rust.World
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Settlement inhabitants UI WIP
Updated jackhammer anims, viewmodel prefab scaling
rebuild raknet DLL for x64 against the same source code that we got for console support. This mismatch was stopping the ps4 version connecting to the server.
Starting to look at refactoring interactables.
More console fixes: disable filesystem warmups for now as it's taking excessively long to load into levels, will come back to this later. Use Application.persistentDataPath to write procedural map data to, cannot just write to the root directory on console.
Temporarily disabled timeouts in Raknet as the levels are taking a very long time to load. Use Application.temporaryCachePath instead of Application.persistentDataPath as the latter is crashing for some reason, will investigate later.
Implemented Need mood drain as a stat manipulator with a maximum amount of possible drain instead of infinite drain. Currently only working for individual Unit Needs.
Let's make the mood drain negative...
UI bits
StatManipulator pooling
Compile fix + stat manipulators for settlement needs.
career stuff.
added team logos in placeholder position on career lague tables.
update WIP temple A env
adding vertex color to standard shader
update league entry logo prefab
fixed currency icon alignment
update scene lighting data
Building manager now only loads buildings that the map actually uses. Improves loading times around a minimum of 25% (testmap_small, which needs most building types anyway), and removes the need for the loadBuildingDefinitions Tools flag (which was used to make maps with no buildings load faster).
Remove an old time printout
New testmap_smallest. Loads super fast, still has gang buildings but no jail.
Can't select other items anymore while holding a carryable
Update UI immediately on pickup/drop
Simplified, more open gang buildings. Had to rebuild building IDs, hence the extra "changes"
SocketMod_AreaCheck tweaks for Alistair
Fixed guntrap, spinner, tunalight being destroyed after upgrading / rotating wall
Just starting a branch where I might check out the bugs with loading building definitions as needed. Problem is the building definition, when it loads, often creates stuff that it then later decides to call Destroy on. But Destroy takes one frame. So if you load definitions as needed instead of on startup, the extra stuff is still there when the actual building is spawned and you get extra meshes like bonus floors. Need to either delay things somehow, or make sure all the destroys also set the parent to null to kick stuff out of the heirarchy, or set some sort of invalidating flag.
Revert building manager change as there were bugs, since loading building definitions needed to wait a frame to work properly. Started a branch to maybe look into it.