116,385 Commits over 3,987 Days - 1.22cph!
Added parenting trigger
Added hovering test platform entity
Player movement supports parenting
Network lerp supports parenting
[D11][UI] Disabled original crafting and inventory transitions to allow new transitions to play
[D11] [UI] Disabled 3D backdrop including when skip to title is disabled (3D backdrop is heavy WIP - only used for testing currently)
[D11] [UI] Removed a redundant button callback
[D11] [UI] New Frontend flow, must use D11_FRONTEND define
[D11][UI] Blueprints in crafting screen full navagartble, ordered and scrollable.
Manifest updated for UI prefabs
Canvas scale between ingame UIs now the same
[D11] [UI] added pined recipe, stance indicator, inventory space indicator. updated task list to fit mockup
[D11] Add some client logging so it can explain why it disconnected.
[D11] Pull the skinnables into the warmup bundle, and kick off the async load earlier. nb: this won't work with multiple map loads, but that's not possible right now anyway, will fix shortly. Also the async load stalls on the translation initialisation and possibly other file accesses, so these need massaging around.
[D11] Use cache server on jenkins and also add xbox
[D11] Some logging/timing of console bootup times, to find hot spots.
[D11] Turn off IPv6 on PS4 ( not supported )
[D11] Server performance analytics web request post. Currently available only with D11_SERVER_ANALYTICS, disabled by default.
[D11] Corrected Jenkinsfile
Updated probex with fallback multi-pass for GS-less APIs
Added probex support for macOS/Metal
cargo ship scientist spawn test
vertex lighting on wake
temp fix for cargo ship ambient lights at night
fixed network rotation issues with cargo ship
force highest LOD on cargo ship (testing)
[D11] Only set buildTarget the once hopefully it should remember and not check everything
Attempt to fix a polygon rejection error on a cargo ship collider
Took the opportunity to further simplify some colliders
[D11] Force onto specific node for ps4
merging fixes from the bandit town branch
Resized bandit town terrain 20% bigger
Rescaled all splat maps, biome maps, topologies
clean terrain blend map
[D11] Add batch files to create a project clone and to open the project in Unity
The clone has its own Library directory but shares Assets and ProjectSettings (for client/server testing).
OpenUnity.bat requires RUST_UNITY env var to be set e.g RUST_UNITY=C:\Program Files\Unity 2017.2.3f1.
[D11] Just build with one version now hopefully
[D11] Stop hogging a node
[D11] Try to leave current node available
attachment position updates
[D11] See if its missing steps
[D11] More Jenkinsfile fixes
[D11] Pass buildTarget and change syntax
garage door no longer blocks placing triangle floor
[D11] [UI] Added backing graphic for belt bar icons.
Added Vertex Lighting toggle to Particles/Additive (Soft) shader
cargo ship movement test and entity
cargo ship temp sounds
cargo ship wakes
cargo ship pathing (OceanPatrolFar)
Split off fins and turbines from the hull mesh
Bandit town custom water surface
rotated feet on world model, updated prefab, animator tweaks, added initial holdtype prefab
[D11] [UI] Finishing up the belt bar graphics. Fixed some shader issues so the belt bar condition bars for items now use the correct colours. Added backing graphic to item icons on belt bar as mock-up shows. Fixed highlighting item icons on belt bar via selection from setting the entire box to blue, now correctly uses an outline graphic.
[D11][UI] Updated Button icons
Navigation bar button icons change depending on platform and if the action is available