192,974 Commits over 4,049 Days - 1.99cph!
[d11][Audio] Added frontend ambience.
Placeholder Icer attack buildup audio.
[D11] [UI] Added translation for popup when being kicked from the server due to spamming.
Placeholder Icer attack hit audio.
Placeholder Icer tile topper shatter audio.
[D11] [UI] Fixed incorrect spam seconds remaining calculation. Part 2.
very wip testing road stuff, should finish totally tomorrow
[D11] [UI] Fixed translation for spam warning.
[D11] DTLS XBone plugin target name set correctly, and XDK updated.
[D11] DTLS Linux plugin target name set correctly.
[D11] DTLS networking unhandled socket read errors now terminate connections.
tweakes to water_system values to avoid blotting shaped foam on shore waves
[D11] [UI] Translatable chat spam warning.
[d11][Audio] Fixed Scuba Levels being too loud. Set new Exterior reverb values across all snapshots. Turned off exterior reverb for underwater mixer snapshot.
[d11][Audio] swapped out server tab sound for normal subtab sound.
More quck range checking wip
[D11] [UI] Spam check updates.
[d11][Audio] Fixed volume balance for small boat engine + all boat water sounds.
[D11] [UI] Chat Spam Prevention Changes.
[D11] Remove ps4 plugin, bug fixes
[D11] Stripped linux debug server test
Updated new default squads to use the new units.
Squad saving now always sets the current squad's vesrion to the latest.
Updated all default squads to latest version.
[D11] Fix to prevent the 'trying to connect' popup from getting stuck on screen
▊▆▅▌▄▉ █▋█▋▋▄▉ ▉▉▊▊█▇▅ ▄▅▄▉▄▍▋▉▉
Added Rust.WorldTime
Added Rust.Sun
[D11] [Audio] Fixes enhanced instincts
[D11] [Audio] Fixes enhanced instincts
[D11] [Audio] checking in wip
[D11] [Audio] checking in wip
[D11][OFFSCREENPARTICLES] Turned it off for now to ease up QA
[D11][OFFSCREENPARTICLES] Dynamic resolution/particle broadphase ( turned off for now so I can have a look at a bug )
[D11][UI] Look at tooltip now displays "Rotate" option on construction entities that can do so.
Fixed blueprint button opacity
Reduce max distance from 2500 to 1000, putting it inside the water area.
Reduced all damage multipliers to 1/10th, and increased all damage 10x. Everything should be exactly the same, but now the stated damage that something does can be considered its real damage. Items and vehicles all have a 1x damage multiplier. Lowest human hitbox multiplier is also now 1x, with more for headshots etc.
Fix bugs with how explosion damage was calculated + explosion mask edit.
Fix interaction crosshair transparency