126,617 Commits over 4,109 Days - 1.28cph!
[D11][UI] Changes to itemsubmitpanel
[D11] [UI] Leaderbaords now checks for online availability and moves back to main menu if disconnected.
Fixes XBox chat dashboard volume mixer
Fixes XBox chat dashboard volume mixer
Client def'd some stuff. Grab the full list of resolutions.
[D11][DTLS] Outgoing message buffer throttling. Attempt to fix overwhelming the client during the QA base teleport.
[D11][UI][#2649] Disable corner icon when item in null
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Removed damage values from building hammer
[D11][#2273] Implemented ps+ checks and notify plus feature plus method
Dirty/clean for apply button. Toggle button interaction.
[D11] namespace change to disambiguate the Rust.Editor namespace from the Rust.Editor static class, code inside the editor assembly which is unique to D11 branches with local server enabled, was failing to compile.
[D11] [UI] Further tweaks to address the fps drop issues.
[D11] [UI] HUD Vital Var adjustment visual changes - No longer florescent green coloured.
WIP marker display on compass
Properly solved mounting seats via sub-module; no more InteractionAreaBox hack
More map co-ordinate tweaks (still pretty busted)
Store death position
Refactored and removed more duplicate code from across all TweakUI components
Started removing some duplicate code across all the TweakUI components.
Added spacer between screen settings and apply button.
Dropdown and toggle tweak UI components now support immediate change or apply changes.
Screen settings apply button now works.
Non applied changes are reset.
transport heli fuel gauges fixes
transport heli uses 2x as much fuel
transport heli server gibs give much less resources and only metal frags
reduced horse health
horses are now much more responsive and frame budgeted
Merge from Main -> Vehicles
Check wheelSmoke for null - Update is called a few times before init methods are
Scrap transport heli sounds
Hitch and trough ground watch fix
Testing out caching components that rely on network event broadcasts
Fixed discrepancy between client/server interaction caused by server rigidbody making the vision raycast result return the rigidbody GameObject entity instead of the collider's one. Getting entity from the hit collider instead of the hit transform. This change is probably OK, but could potentially break something if anything relies on the base rigidbody object being returned on the server.
Added a base class to option tweak classes.
wip Apply changes system and button.
Fix #if SERVER enclosing load method
prefab change, adding apply button UI to screen section
WIP ability to add markers to map
Tambourine setup (placeholder sfx)