128,626 Commits over 4,140 Days - 1.29cph!
Left align stat headers
Fix animations not playing a second time
Fixed not being able to drag map on respawn screen
Fixed MapView IsOpen accessor making every view active
Cleaned up GetUnusedID
Fixed compass markers not using correct colours
Refactor notes system
Separate server and client notes lists
Load notes form server in on enable if local player
Limit all RPC's to local player
Store team notes in the team data, don't access the player
Fix player position not being updated in real-time
Garage platform detects whether vehilce is in position, shows lights to help with parking. Will need networking.
Give modular vehicle their own seat type, let the driver turn around further
Add basic garage thing to my test map
Merge from Main -> Vehicles
Updated chassis colliders and what's removed on client
Removed client/server split for module collision. Both can share the server colliders. Now unified under a new shared object.
fixed corpses not saving/loading their inventory
fixed horse armor crafting times
fixed horse ragdolls not saving/loading breed properly
fixed horse ragdolls not applying breed properly when going in/out of network range
fixed horse ragdolls showing full armor when first coming in to network range
fixed missing horse equipment information panel ( missing file )
fixed not being able to loot horse corpses after a server load
cowbell holdtype setup - held prefab now using lods, player override controller, initial player anims
[D11] Updated 4 LODs in compound scene
[D11] + Objects removed from Harbour 2/Manifest/Scene to prefab
Working on converting mesh replacement system to new system.
[D11] updated 9 LODs in compound scene
[D11][UI] First part of selected item panel change, Stats and description panels implmented
[D11] [UI] Fixed missing loading sprite on player inspect panel.
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[D11] [UI] Adjusted progress bar visuals.
Temporary tinfoil hair fixes
Remove AdditionalShadowData component in PrefabPreProcess
[D11] + Harbour removal of objects/manifest/scene to prefab
[D11] Player telemetry message tick rate reduced to once per second (from 1/20th).
[D11] [UI] Fixed incorrect death icon on map legend.
Harvesting heli gibs no longer marks players as hostile
[D11] [UI] Manually requests loading screen to show so we can guarantee the loading screen correctly closes and prevents the death screen from yielding infinitely waiting for it.
[D11] Relaxed the time and distance checks when teleporting players back to a previous location after experiencing latency
RustToHDLitMaterialUpgrader
Auto-fixed a bunch of materials (not perfect but gives a better foundation than creating from scratch)
Industrial Water Tower LODs rework
Add and use hoverloot keybind
[D11][UI] Changes to repair bench, workbench and repair bench loot panels. Fixed issue with inventory navigation and workbench navigation. Increased hover icon size.
[D11] Rustworks event for player telemetry tick, disabled by default and toggled on server console command.
Merge from Test map (new map ProceduralMapTesting)
Kill off a VERY slow GameObject.Find in the HDRP package
Reduce source container loot queue timer when loot actions are cancelled (closing inventory, etc)
[D11] Delayed Entities optimsations