192,973 Commits over 4,049 Days - 1.99cph!
[D11] [UI] Fixed certain vitals not showing text values. Added profiler samples to LookatTooltip for debugging.
Replace a bunch of internal ErrorNoHalt calls in Lua bindings to also include stack trace
Changed CLuaInterface::ErrorFromLua to be ErrorNoHalt with stack trace
Use the above for "Trying to remove server entity from client" error
Entity parenting.
Minion units now get parented to their spawning unity.
The turn that units are created is now tracked.
Server list changes:
* Search bar for gamemode list
* Gamemode list tries to display prettier/correct-er names (i.e. prefers "Sandbox" over "sandbox")
* Made the server list at least a bit usable on 800x600 and below
* Search boxes got a border so they are visible on white backgrounds, and are a bit wider
[D11] Disabled a bunch of unused UI elements, and made SleepingScreen non-reliant on UIInGame (which is now disabled). Also cached a few GetComponent calls in BaseCarousel.
[D11][UI] Disable Background blur and vignette when not in use
Added Climate.GetRainAndSnow to avoid 2 reads from the biome texture (tiny optimisation)
Removed "noise" from monument radius / fade since it no longer provides an advantage but makes everything slower
Excavator terrain blending and splat fixes
Fixed radius / fade monument parameters potentially cutting off the terrain blend map
[d11][D11_OPTIMIZE_PLAYERMOVEMENT] disabled. Matt flagged a problem and I got caught mid-update
[D11][UI] Fix for bottom bar transition
[d11][optimisations] Player(s) footsteps using async raycasts. Switchable via the define #define D11_OPTIMIZE_FOOTSTEP_RAYCASTS
[D11][UI] Improvements to the Bottom Info bar and the removal of unneeded menus in game
More ui optim replacing animation, disabled raycaster, splitting canvas etc
Small optimisation to Climate.GetRain
Optimised WeatherEffect.LateUpdate
Spawner / Minion unit wip stuff
[D11] Teleport to position with rotation
[D11] accidentally checked in server's project settings.
Moved filesystem shit to Rust.Filesystem
Moved localization shit to Rust.Localization
[D11] remove speedtree trees. This fixes a lot of hdrp related errors, but leaves a lack of variety,but I'll try to bring over some newer trees in the next commit. Note that only a private server can be used from this CL onwards until servers from this branch are spun up, due to the prefab removals. Also fixed the needed support for the total day count, as it is used in one of our achievements.
[D11][UI] Cosmetic UI tweaks
[D11] [UI] Optimisations to look at tooltip code running every frame (down from 0.25ms to 0.04ms (when not looking at an object) or 0.08ms (when looking at an object).
Updated skinnable reference to new roadsign vest
Deleted old roadsign armour meshes
[D11] [Audio] Disables voice debug class on server side
[D11] [Audio] Disables voice debug class on server side
Working on non-player-gang UI
Game modes set up gang safes or payphones as needed.
Don't show gang signs or map icons for game modes that don't use them
Serialize gang HQ in a better way, make spawning safe/payphones optional. Network++
Cull distance consistencies.
Fixed obsolete scripts still being on some proplights.
Scene backup.
New longneck siren proplight prefabs.
Ship progress.
Slight SSR on ship_interior_floor
Remove gang payphone sign prop
Added support for NOT batching parts of buildings, and applied it to gang signs, so that they can set their renderers to show the gang info.
diesel spawns at junkyard, oil rig, sphere tank
can purchase diesel fuel for a tonne of low grade
Scene backup.
Mercury vapor bulb variants of the ceiling lights.
Merge fix Main->Mission branch
excavator frequency broadcast
rock sounds
alarm lights