193,100 Commits over 4,049 Days - 1.99cph!
Some more temporary measures to get into a network game on ps4 - disable encryption on both client and server, avoid procedural levels which are taking too long and running out of memory. Also remove a bit of spam logging I left in raknet by accident.
Revert building manager change as there were bugs, since loading building definitions needed to wait a frame to work properly. Started a branch to maybe look into it.
Revert building manager change as there were bugs, since loading building definitions needed to wait a frame to work properly. Started a branch to maybe look into it.
Just starting a branch where I might check out the bugs with loading building definitions as needed. Problem is the building definition, when it loads, often creates stuff that it then later decides to call Destroy on. But Destroy takes one frame. So if you load definitions as needed instead of on startup, the extra stuff is still there when the actual building is spawned and you get extra meshes like bonus floors. Need to either delay things somehow, or make sure all the destroys also set the parent to null to kick stuff out of the heirarchy, or set some sort of invalidating flag.
Fixed guntrap, spinner, tunalight being destroyed after upgrading / rotating wall
SocketMod_AreaCheck tweaks for Alistair
Simplified, more open gang buildings. Had to rebuild building IDs, hence the extra "changes"
Update UI immediately on pickup/drop
Can't select other items anymore while holding a carryable
New testmap_smallest. Loads super fast, still has gang buildings but no jail.
Remove an old time printout
Building manager now only loads buildings that the map actually uses. Improves loading times around a minimum of 25% (testmap_small, which needs most building types anyway), and removes the need for the loadBuildingDefinitions Tools flag (which was used to make maps with no buildings load faster).
update scene lighting data
update league entry logo prefab
fixed currency icon alignment
update WIP temple A env
adding vertex color to standard shader
career stuff.
added team logos in placeholder position on career lague tables.
Compile fix + stat manipulators for settlement needs.
UI bits
StatManipulator pooling
Let's make the mood drain negative...
Implemented Need mood drain as a stat manipulator with a maximum amount of possible drain instead of infinite drain. Currently only working for individual Unit Needs.
Temporarily disabled timeouts in Raknet as the levels are taking a very long time to load. Use Application.temporaryCachePath instead of Application.persistentDataPath as the latter is crashing for some reason, will investigate later.
More console fixes: disable filesystem warmups for now as it's taking excessively long to load into levels, will come back to this later. Use Application.persistentDataPath to write procedural map data to, cannot just write to the root directory on console.
Starting to look at refactoring interactables.
rebuild raknet DLL for x64 against the same source code that we got for console support. This mismatch was stopping the ps4 version connecting to the server.
Updated jackhammer anims, viewmodel prefab scaling
Settlement inhabitants UI WIP
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FileSystem rewrite for Rust.World
Added prefab list asset for world SDK
additional change for detecting the local player without steam present. This means currently we can only connect one player to our local server, but we will replace the user id generation with our own system and remove this as things progress.
Crafting, build and research UI consistency
Part 2 of changes to boot ps4 into a fixed server game. This commit removes client side checks that are specific to Steam, and makes a hard coded local server appear in the server list (click "FIND GAME" button, select "Local Network" server list, then click the refresh button and "localserver" should show up, connect to this like normal)
Part 1 of changes to boot ps4 into a fixed server game. This commit removes server side checks that are specific to Steam.
Fixed NRE in Settlement.Load
Fixed building placement widget showing when not in placement mode
Building placement hides inspector windows
Stat bar styling, colors
Fixed passing loot through walls using research table exploit
vending machine rotate exploit fix