192,975 Commits over 4,049 Days - 1.99cph!
excavator frequency broadcast
rock sounds
alarm lights
Fixed error that occurred if a player left a shop quickly before a purchase round-trip got back from the server.
further AI setup
effect/trigger toggle
belt setup/toggle
Framerate/Bitrate sliders
Fixed potential water system issues when ocean body not in scene
[D11] Merges latest voice chat into main
[D11] Merge with main, fixes voice debug hooks.
[D11] [UI Optimisations] Fixed periodic layout rebuilds on server update. Added TMPro condition to prevent layout rebuild when text is set and is the same.
Rust.MovieMaker plugin
Added Rust.VideoOut.VideoRecorder
VideoRecorder supports Time.captureFramerate
Time.captureFramerate audio captures propertly
Started navbar, export button works
[d11]Optimise PlayerWalkMovement.HandleDucking
Async sphere cast.
[D11] [Audio] Temp hack that allows me to checkin current voice code to main branch
Added TriggerForce (not working, just a stub)
Barren prefab mountains no longer spawn in the desert (now behave identical to prefab mountains on normal maps)
Barren now has harbors, oil rigs and water wells
wheel kill and better lerping
Take server identity into account when determining the default seed (easier to run multiple instances on the same hardware without getting identical maps)
Removed large monuments and prefab mountains on smaller maps
func_breakable_surf break sounds are no longer played at the 0, 0, 0 position
func_breakable_surf and other entity impact sounds are no longer played at 0,0,0 position
[D11] Ensure the Controls UI display selects the correct control method when opening
[D11] oops - checked in by mistake
[D11] WIP teleport with rotation
Update 'branding' script less frequently
Added LightLOD to shadow casting lights in monuments (Airfield, Launch Site, Military Base, Compound)
[D11][UI] Wip white list player option
VideoOut audio support
video.record test command - saves game to mp4 (not really fast enough for live gameplay capture)
small optimisation to OBB.ToBounds
[D11] [UI] Quick fix for VitalInfo.cs causing periodic layout rebuilds. Will implement a more thorough fix shortly (removal of runtime formatting for strings). Fixed some minor item icon property inconsistencies and added all item icons to sprite atlas via packing tag.
[D11] [Audio] Checking in before switching to optimisation tasks
slightly reduced the overhead of the performance UI
New gang code complete. NPC gangs are now added based on existing Gang HQ buildings on any given map, like in Gang Warfare mode. So there's no potential issue with a predetermined list not matching what's actually available.
[D11] Correction for the Controls B/Building display
[D11] [UI] Added child canvas components to pie menus to help reduce layout rebuild time.
Added arid biome checks to giant excavator