193,202 Commits over 4,049 Days - 1.99cph!
[D11][Tutorial] Fix for getting fuel objective not updating when picking up fuel
[D11] [UI] added a popup for renaming your sleeping bag
[D11] DTLS traffic monitoring functionality added to the plugin, interface added to Unity testbed. Fixed debug output support for DTLS 1.2 protocol.
Added Eoka Pistol strings
Making frames interactable for purchase.
[D11][Tutorial] Fixed more missing references in tutorial event
merge from main, main menu css
Improvements to main menu and the news feed on extremely low resolutions
[D11] Temp fix for Define serialization issue with loot containers
Fix for LOD states with no renderer
Moved some door stuff to door frame, replicating frames now.
[D11] Reduce upper cap on Camera Inertia to 0.8
[d11][Audio] Removed fade clicks from new UI sfx
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[D11] Make sure all the hairset mappings are complete, i.e. don't rely on a certain model being set on the prefab for the default male. The reason is we need the hairsets to completely specify these meshes used in conjunction with the MorphCache if we're going to bake out the morph poses at build time. Second commit to follow which actually implements this optimization, this changest shouldn't actually change anything other than make the current behaviour explicit.
[D11][Tutorial] Fix for missing cargo drop position
Light occludees.
Cleanup.
Don't setup LODs for objects with empty bounds (caused by missing meshes)
[D11][Tutorial] Added craft pistol objective
Proplights into shared content bundle.
Add LODGroup components in prefab preprocess, exclude SkinnedMultiMesh and DeferredMeshDecal
Doors and frames fully split
Added prefabs and rust.ai/agents to streamed texture pool (~1.6GB)
[D11] Fix for trying to aim with a broken gun, and testing out new settings for Assault Rifle recoil
All doors now use the same "door"
[d11] Outpost defenses crash the game. Stop firing at players in GodMode, it OOMS and tanks the FPS.
Split up doors and frames.
Fix for server build not copying the asset bundle
Don't destroy MaterialSetup on pooled world objects
[D11][TUTORIAL] Expose tutorialData to inspector to allow reassignment
Use roslyn compiler on xb1
Rosyln compiler xb1 fixes
added LOD fade test and removed old compute shader stuff (for now)
enable instancing on materials
Added jobs and burst packages
[D11] [UI] fixed a problem where you could activate the blur when you shouldn't be able to after backing out of the inventory with the large player preview open
Remove old unused GameObjects from Door1
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Fix for instance colours. Turns out you need to convert the colours to linear to be able to pass them as a vector array.
Proper fix for
32170
Replaced wake disturbance in RHIB and Rowboat again