121,440 Commits over 4,018 Days - 1.26cph!
[D11] Support for showing account picker on demand for xb1, hooked up to UI (crudely for now)
[D11] Only save data when achievement not unlocked
Workaround for muzzle flash position bug
[D11] [UI] Fixed define issue. Also fixed server info being weird and not keeping default values at runtime.
[D11] DTLS network API delivery method added. Simple reliable-ordered support implemented, to try to fix entities out-of-order issue on public servers.
[D11] [UI] Moved spam prevention from quick chat wheel to chat UI class. All messages that go through the chat box should now correctly trigger spam prevention logic if player spams.
Water junkpiles responding to wave motion; updated prefabs
Added engine time to EnvSync for Diogo
Moves the frontend SFX to the client prefab so they are always available.
Moves the frontend SFX to the client prefab so they are always available.
[D11] [UI] Added "Days Active" column to Find/Join Server menu.
[D11] [UI] Planner guide should now trigger neutral state when player is unable to afford to place construction.
[D11][UI][#1038] Fix for ingame ui crash. Fix for issue with held buttons
[D11] Raise network protocol to 2117
[D11] DTLS console test exe updated.
[D11] DTLS console test app updated with example root certificates fixed with encoded CA attribute (generated by Rustworks).
[D11] Fix for occasional null ref when selecting a server to join.
muzzleflash scene & related files
muzzleflash test scene
related files
some cleanup
merge
32684 to fix double door models etc
Changed GameManager and Prefab to use prefab IDs rather than strings
Fix for MeshLOD.PreProcess removing components that are being referenced
player animator update - fixed issue with relaxed gun pose not blending out correctly, increased speed of sway to better match movement
[D11] Make it check both the map Cache folder then the StreamingAssets/Map folder.
Fixes for MeshLOD preprocessing (wasn't deleting the original MeshRenderer or copying the MaterialSetup to children)
[d11][Audio] Baked reverb into new ui sounds. Tidied up compression inconsistencies across various audio clips (geiger counter was set to stream!) Work on new reverb presets.
[D11] [UI] Linked translations with translation file for Quick chat options.
Adds prev/next tab and up/down menu sfx
[D11] [UI] Added translations to translation file. Fixed category not correctly attempting to translate file. Moved some logic around in quick chat menu file.
Adds prev/next tab and up/down menu sfx
[D11][Tutorial] Added small wait on complete objective events
[D11][Tutorial] objective animation should cancel when new objective is started to prevent stuck states
[D11] Support for xb1 rich presence
[D11] [UI] Fixed quick chat scriptable objects being nulled out.
Updated Facepunch.Steamworks
▌█▅▉█ ▇▇▇▋▌▊▇█▌ ▍▌▉ ▆▅▉█▋▊▊ ▊██
[D11] [UI] Quick Chat options updated to requested changes. Fixed define in previous submit.
[D11][Tutorial] Changed tutorial objective UI behaviour
Added editor "relax" console command (sets relax pose on player)
[D11] [UI] Setup for quick chat wheel category and actual phrases. Moved blur camera from blur singleton to Frontend scene and renamed it "Frontend Camera".
[D11] Rich presence string triggers
adds #if CLIENT on FE SFX calls to fix broken build
adds #if CLIENT on FE SFX calls to fix broken build
Generate gib prefabs into gibs folder