199,215 Commits over 4,140 Days - 2.00cph!
Fixed NRE in A* scientist's navigation.
changed test server address and port to point to a new OVH instance.
debug standalone server will now connect to OVG test server db.
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
WearItem will unequip existing items in the slot
Fix for out of order destroy errors. Destroy messages are now queued and send after the update queue.
Cherrypicking destroy message
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flipped chest leaf world item 180 so you can actually see it
▅▆▇ ▌▄▆▋▊▋ ▇█▅ ▍▍▉ ▄▇▄ ▌▄▌▉▄▋ ▊█▅▆▆▌▊▋▇▅▄ ▊▅▉▆ ▄▌▇▋▋▄ ▅█ ▍▌▌▍▍█▄▉ (▊▅▊▅ ▊▅▉█▍▋▋▌▌ ▌▍ ▌▌▌▌▆█▋▇ / ▊▉▍▆▇▇)
create new clone when opening inventory screen
Fixed SocialSettingsEditor
Trait listing scrollbars (ugly af,over to you petur)
fix for customisations not being applied
added validatesteamids console command. true/false
added console command bool arg verification.
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
daily challenge menu panel wip
[D11] [UI] Tool cupboard, research table and workbench loot panels
daily challenge panel UI hookups / wip code
MapDatabase.GetDailyChallengeMapDef()
Daily challenge menu panel now shows the map preview image for the current seed's map
added leaderboard to daily challenge menu panel
show curent map name and intro text on daily challenge menu panel.
Tidying up inventory a bit.
set Frosting hat child to Avatar layer
Attempt at fixing shadow cascade crash (RUST-197)
ocean path adjustments
prop work
don't show exit button or submit score on daily challenge outcome screen until the score breakdown has finished.
disable daily challenge button when not connected to a server
More NPC orientation fixes on Cargo Ship.
gmodscreenspace loads g_screenspace_vs11 instead of gmodscreenspace_vs11
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.
daily challenge leaderboard SQL query fix?
AI fix for cops trying to get to places in the air and getting frozen.