127,216 Commits over 4,109 Days - 1.29cph!
[D11] Enable package builds on jenkins
[D11] [UI] Added a HUD element to visualise players ping, added a HUD element to show players current Coordinates, added a HUD element to visualise current radiation levels, tweaked the appearance of several UI elements and images, added a drop shadow to text that needs it
[D11] Fixing a lost reference - includes new gamertag and version number text fields which aren't used yet
[D11] [UI] wrapped some functions in the UIHUD in defines to stop errors when not using the new HUD
[D11][Jenkins] Disable Win64 and the unneeded methods to debug the master package builds on PS4/XboxOne
[D11] Throw Error in Jenkins
[D11] Rebecca - Texture Metadata - 2nd batch resized textures
Projectiles and thrown weapons inherit velocity from player parent (TODO: server projectiles)
[D11] [UI] Fix to vital bars not updating with the correct values. Now correctly updates based on containers and using the conditions the items require for their consumable effects.
Players don't inherit network group when parented
Players update their network group even when standing still while parented
Players update their server query position even when standing still while parented (for AI queries)
Cargo ship lifeboat arms prefabs and meshes
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
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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.