199,788 Commits over 4,140 Days - 2.01cph!
restored Build.cs functionality, updated to work with Unity 2018 syntax.
WIP
Unit vocalizations
Loads of unit sound polish + new sounds
UI sounds
updated particle shader emissive
fixed explosion/shooter FX material
update WIP env Temple A
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