192,967 Commits over 4,049 Days - 1.99cph!
[D11] Add error handling around Rustworks login failure
[D11] Remove unused variable.
Fixed GameManifest editor bug
Profiling
Don't use Enum.HasFlag (garbage, slow)
Don't set UserIDString on load unless UserID changed
Load GUIDs from GameManifest in editor, fallback to AssetDatabase if not found (faster, no gc)
[D11] Rustworks initialisation fix for PS4 in Editor
[D11] Add Rustworks login test
[D11] Disable antihack for console: noclip, fly, speed
▋▇▄▌▍ ▇▌▌▋▋▉ █▅▄▋▇█▊ ▉▌▋█▄▋██ ▆▋▊▆▄
▄▌▆▉▌▊▊ ▉▅▄▊█ ▌▄▉ ▊▋▋▄▋ ▆▆▍▄▇ ▆▇██▅▄▅ ▉▊▉▊▍ ▉▍▊▋▅
[D11] Fix for ps4 touchpad button detection
Removed hardcoded force map rotation warning panel, replaced with hold left shift to trigger.
[D11] DTLS server console command and extra telemetry for tracking packet loss and sizes.
Disable distant payphone world-space mission list UI (performance)
Removed all payphone lights (performance)
Manifest & related excavator files.
Various other small stuff.
Fixed UIInfoMessages not clearing on disconnect, and staying up forever on reconnect
Missions now end if user disconnects, fixing issue with OBSERVERS_ONLY (see Pivotal Tracker #167505038)
Scene & prefabbery.
Illuminated control panels.
Split into another entity
More checkpoint work + extras
Disabling always run in test game modes
Stop my debug stuff from applying to NPCs
Fix point-of-interest UI screen aspect ratio issues
Emissive for powered control panel.
Better cabin and headlights.
Various other stuff.
Change my dev test params a little
Changed how checkpoint indexing works to support multiple players with missions at the same time on the server. ++Network
fixed crowd, post process, board not reseting when switching to the squad editor from a match (online queue)
optim the simple platform model/ textures
Updated foliage shaders for parity on input and most functionality
Added shader functions for foliage wind and wave displacement
Fixed deprecated shader compile error
Updated lot blockers. Updated testmap smaller for faster iteration...
Fixed exception when scrubbing
Keyframe.Indexer.HasEntity optimisation
Profiling
[D11] [UI] Fixed pickup/dropped notifications not stacking.
Fixed stunstick first person effects not working in singleplayer firstperson
[D11] [UI] Simplified notice area for pick up/dropped notifications while investigating layout optimisations
[D11] [UI] Fixed bottom right vital info not showing.
Removed unnecessary IsNPC/Weapon/Vehicle/etc function definitions from Weapon and Player, since they are inherited from Entity metatable
Added Entity.IsNextBot
[D11] DTLS reliable-order timeout/retry made less strict as 4k servers are now disconnecting with false-positives. Needs more investigation.
[D11] [UI] Fixed property field and define issue in Vitals classes.
[D11][OPTIMIZATION] Sound occlusion interval brought down