127,451 Commits over 4,109 Days - 1.29cph!
Added lifeboat arms to the cargo ship scene
ambientLightLOD set to isDynamic
PlayerGrid now lives in world space, and other world vs local space things related to AI.
More progress on AI heading/orientation when on the Cargo Ship.
More work on solving orientation for AI on the Cargo Ship.
More improvements to AI orientation when on the Cargo Ship.
Corrected projectile directions for NPCs when on the Cargo Ship.
[D11] Start adding some platform publishing assets
[D11] Add share param file path on PS4
[D11] Support for building server asset bundle on a Mac for OSX64.
[D11] [UI] Main Menu overhauled to more closely match design doc. Button behaviour extended to allow locked buttons
[D11][UI] More UI loot panels. Fix for opening an unchanged panel
[D11] More complicated build steps
[D11] [UI] Recycler loot panel
[D11][Jenkins] More Fixes
Adjusting the cover point system to support being part of a dynamic, moving entity.
Adjusting the A* pathfinding system to use dynamic positions that can follow a moving parent.
Updated Scientist prefabs with proper stat definitions that got lost earlier in the week.
Fixed NRE in A* scientist's navigation.
Added GetLocalVelocity, GetWorldVelocity and GetParentVelocity for both client and server
Implemented server velocity for cargo ship
Server projectiles and thrown weapons inherit velocity from player parent
▋▄ ██▇▌▄ ▅▄█ ▊▉▍ ▉▊▍▊▍ ▍▆▆▆
▅▆▇ ▌▄▆▋▊▋ ▇█▅ ▍▍▉ ▄▇▄ ▌▄▌▉▄▋ ▊█▅▆▆▌▊▋▇▅▄ ▊▅▉▆ ▄▌▇▋▋▄ ▅█ ▍▌▌▍▍█▄▉ (▊▅▊▅ ▊▅▉█▍▋▋▌▌ ▌▍ ▌▌▌▌▆█▋▇ / ▊▉▍▆▇▇)
More work on AI orientation while on the cargo ship.
[D11][Jenkins] Add all platforms client/server ps4/win64/xboxone and make them all configurable in jenkins
[D11] [UI] Tool cupboard, research table and workbench loot panels
Attempt at fixing shadow cascade crash (RUST-197)
ocean path adjustments
prop work
More NPC orientation fixes on Cargo Ship.
More work on NPC orientation on the cargo ship.
More work on NPCs on cargo ships.
[D11] WIP experimental code to help speed up bootstrap type code; define IO and CPU tasks and the dependencies between them. The code will compute the optimal ordering (respecting dependencies) that maximises efficiency for both IO and CPU at the same time. Tasks are timed and data is fed back into the algorithm next time it is run, also the IO taks create data which can be used to build an asset bundle to eliminate file seeking; by running this and feeding all the information back in, and running it again, it should settle on the optimal arrangement of tasks. The system could use different data on different platforms to produce different runner code, giving the optimal performance on all devices. When code or assets change the system can be re-run to recalculate the optimal sequence, but as long as the dependencies haven't changed the old code will still function correctly, just won't be as fast as it could be. This is still in the development stages and yet to be tested with real game bootstrap tasks, which should need only minor modification to fit into the system's stubs.
Also merged in changes from Matt's streaming branch to enable async file loading in the FileSystem backends.
[D11] Turn off client builds to catch server builds
[D11] Change to agent none
[D11][UI] Implemented controller navigation prompts for lootpanel items
[D11] [UI] Main Menu can now return to the Title Screen and back again, includes a number of fixes for transitions and selected items when moving between pages
Fixed moving scientists not animating the movement when parented.
[D11] TE Repair bench Lootpanel and Update to prefabs for better navaigation
[D11][WIP] Changed how Input is handled to change boat acceleration and reverse to trigger buttons
[D11] More fixes for jenkins
[D11] Removed unnecessary stat from server performance metrics request.
[D11][WIP] Building controls, switching structures with shoulder buttons implemented.
Disabled impostor shadows (testing shadow job crash)
Subtractive merge of PlayerModel changes.