reporust_rebootcancel

107,050 Commits over 3,836 Days - 1.16cph!

6 Years Ago
[D11][TUTORIAL] Added extra hints and button prompts to objective 5
6 Years Ago
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6 Years Ago
[D11][TUTORIAL] Added text popups to find food tutorial.
6 Years Ago
Fixed deployable rotation via R key when deploying freely at an angle
6 Years Ago
Oilrig interior progress / LOD / COL
6 Years Ago
Correctly damage parent entity when explosive is attached to lock (RUST-243)
6 Years Ago
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6 Years Ago
[D11] use a runtime check instead of a compile time check here
6 Years Ago
merge from main
6 Years Ago
[Audio] Added new mixer structure for consoles.
6 Years Ago
Oilrig crane LODs, COLs, Prefabs
6 Years Ago
[D11] disable 2d physics shape generation on all sprites - this is a new addition to Unity for 2D games so we don't need it. Saves a tiny bit of memory, but something recommended in the Unity project review.
6 Years Ago
Adjusted evacuation pipes legs
6 Years Ago
[D11] Made way for PlayFab stats/leaderboards
6 Years Ago
[D11][TUTORIAL] Fixed up symbols for default config errors
6 Years Ago
[D11][AUDIO] Main menu UI sounds.
6 Years Ago
[D11][AUDIO] Music & Stings. Pre mastering.
6 Years Ago
[D11][TUTORIAL] Added hint string functionality for objective 5
6 Years Ago
[D11] UDP encryption plugin clean-up after re-running in Editor.
6 Years Ago
New camera to replace old asset store camera. fbx/col/lods/world&view model.
6 Years Ago
Folder for new camera (whilst unity does it's thing)
6 Years Ago
[D11] UDP traffic encryption. Based on the Unity sample. Tested on PC server-client with BCrypt. Disabled by default.
6 Years Ago
oilrig crane progress backup
6 Years Ago
[D11] Added detection of what Online Platform we are running on i.e Unknown, Development, Cert, Retail as some PlayFab calls need to know.
6 Years Ago
[D11] [UI] Fixed UI_Corner not being compressed. Fixed ControllerButtons sprite sheets incorrectly generating mipmaps. Fixed outOfStock texture incorrectly being sized to 1200x1200. Fixed RepsawnIcons_Sheet not having an asset bundle.
6 Years Ago
[D11] Added method for purchasing VC store items
6 Years Ago
skin approval
6 Years Ago
[D11][TUTORIAL] Added functionality to override the contents/loot table of the cargo plane cargo
6 Years Ago
[D11][TUTORIAL] Added Crate drop tutorial. Tutorials can now contain "passive" sub tutorials, that aren't required to be shown (such as you are to cold), You can now set the tip tutorial text show time length via the show text tutorial step, re-enabled the code for baseoven (haven't checked on ps4 but should no longer crash)
6 Years Ago
[D11] Fixed crash when accessing loot Panels. Fixed issue with closing carousel items
6 Years Ago
merge from main
6 Years Ago
[D11] Apply deadzone for left/right stick correctly
6 Years Ago
[D11] Close admin console on player death/respawn. Prevent respawn selection when admin console open. Prevent secondary action use, when admin console open.
6 Years Ago
[D11][AUDIO] Audio Folder set up.
6 Years Ago
Skin bundle update
6 Years Ago
merge from main
6 Years Ago
Disabled santa airdrop network++
6 Years Ago
[D11] frontend changes wip fix #4; PagedUI no longer automatically opens the first page in the list, probably best not to assume the ordering, and Rust pushes it manually anyway, and it makes it easier to deal with PagedUIs which don't instantly activate, which leads onto the next point - in game code no longer references the frontend (which was crashing since it is no longer loaded then), the options menu and corpse stat panel both simply create their own PagedUI instances. Not really sure why they need this at all since they are both single pages, but I guess it helps should they get more complicated. Some simplifications to PagedUI.
6 Years Ago
[D11] frontend changes wip fix #3; PagedUI should not have been a singleton, FrontendUI on the other hand should be. This opens up the possibility of creating more PagedUIs (which needs to be done anywhere FrontendUI is currently being accessed in game). Also remove confusing casts that are no longer necessary. Remove references to global UIs when the parent UI can be known locally, makes it much easier to reuse UIs in several places.
6 Years Ago
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6 Years Ago
Disabled xmasrefill event Disabled xmas tree craft
6 Years Ago
[D11] frontend changes wip fix #2; start to unbind UI pages from the global PagedUI (which is really the FrontendUI...classes need some changes). Pages have a reference to the UI they belong to in order to make reuse simpler.
6 Years Ago
[D11] frontend changes wip fix #1 (see notes, hopefully temporary)
6 Years Ago
[D11] update to changes to split off frontend - main code changes; tested on ps4 and largely fine, couple of issues which may or may not be related but will investigate next.
6 Years Ago
[D11] Prevent ReportingFlow from trying to add sleeping players to the "Recently Encountered Players"
6 Years Ago
[D11][TUTORIAL] Added extra localisation keys for hint messages
6 Years Ago
[D11] more wip on splitting frontend from in-game, split off all objects in D11_Frontend.unity which were not really in the frontend's lifetime (actually they are global). Again I've made these all into separate scenes to get some consistency, but it would probably be better to create (for example) a single "GlobalUI.unity" scene which pulls in all the relevant prefabs, and just use the separate scenes for editing purposes.
6 Years Ago
[D11][TUTORIAL] Fixed editor exception caused by updating contents between layout and repaint for tutorial inspectors
6 Years Ago
[D11] Default to SCEE and pass catalogue version to Xbox
6 Years Ago
[D11] more wip on splitting frontend from in-game, use page parameterization better and start to move code out of D11_Frontend as that needs to do a lot less, plus this way pages like "BrightnessContrast" are no longer tied to being used in a specific place.