127,691 Commits over 4,109 Days - 1.29cph!
garage door no longer blocks placing triangle floor
[D11] Pass buildTarget and change syntax
[D11] More Jenkinsfile fixes
[D11] See if its missing steps
attachment position updates
[D11] Try to leave current node available
[D11] Stop hogging a node
[D11] Just build with one version now hopefully
[D11] Add batch files to create a project clone and to open the project in Unity
The clone has its own Library directory but shares Assets and ProjectSettings (for client/server testing).
OpenUnity.bat requires RUST_UNITY env var to be set e.g RUST_UNITY=C:\Program Files\Unity 2017.2.3f1.
Resized bandit town terrain 20% bigger
Rescaled all splat maps, biome maps, topologies
clean terrain blend map
merging fixes from the bandit town branch
[D11] Force onto specific node for ps4
Attempt to fix a polygon rejection error on a cargo ship collider
Took the opportunity to further simplify some colliders
[D11] Only set buildTarget the once hopefully it should remember and not check everything
fixed network rotation issues with cargo ship
force highest LOD on cargo ship (testing)
cargo ship scientist spawn test
vertex lighting on wake
temp fix for cargo ship ambient lights at night
Updated probex with fallback multi-pass for GS-less APIs
Added probex support for macOS/Metal
[D11] Corrected Jenkinsfile
[D11] Server performance analytics web request post. Currently available only with D11_SERVER_ANALYTICS, disabled by default.
[D11] Turn off IPv6 on PS4 ( not supported )
[D11] Some logging/timing of console bootup times, to find hot spots.
[D11] Use cache server on jenkins and also add xbox
[D11] Pull the skinnables into the warmup bundle, and kick off the async load earlier. nb: this won't work with multiple map loads, but that's not possible right now anyway, will fix shortly. Also the async load stalls on the translation initialisation and possibly other file accesses, so these need massaging around.
[D11] Add some client logging so it can explain why it disconnected.
[D11] [UI] added pined recipe, stance indicator, inventory space indicator. updated task list to fit mockup
[D11][UI] Blueprints in crafting screen full navagartble, ordered and scrollable.
Manifest updated for UI prefabs
Canvas scale between ingame UIs now the same
[D11] [UI] New Frontend flow, must use D11_FRONTEND define
[D11] [UI] Removed a redundant button callback
[D11] [UI] Disabled 3D backdrop including when skip to title is disabled (3D backdrop is heavy WIP - only used for testing currently)
[D11][UI] Disabled original crafting and inventory transitions to allow new transitions to play
Player movement supports parenting
Network lerp supports parenting
Added parenting trigger
Added hovering test platform entity
fixed player model speed being wrong when parented
merge from entity_parenting
cargo ship movement volume