192,970 Commits over 4,049 Days - 1.99cph!
[D11] [UI] disabled the quick drop while you have the planner out
[D11] Latest putson sfx requests
[d11][Audio] Added FE chat send fx
#1365, repurposed some authorisation strings so they aren't specific to the auto turret and can now be used for the tool cupboard and future games.
Added UK English spelling of 'Authorise' to the UK doc
[D11] Updated trophy description
[D11] Move achievement detection to the server
[D11] Fix achievement #26 again! - Monument visit PlayFab stat and achievement #8 detection, Biome PlayFab stats and achievement #9 detection
Code locks stackable in players inventory
[D11][Tutorial] Added tutorial callbacks for food consumption and crafting
Community Contributions:
* Added No Collide option to Weld tool
* Added Panel.GetTooltip() and Panel.GetTooltipPanel()
* Removed MarkupObject:Create, Added MarkupObject to the registry
* Player.Set/RemovePData() now return the return values they were documented to return
[D11][Tutorial] Modified triggers in cave and added null reference check
[D11][Tutorial] Reapplied spawn position fix on first spawn
#1336, #1348, #1247 + Changed 'Barbeque' to 'Barbecue' + new strings
[D11] Update translation key on 'sulfur ore' collectables
[D11] [UI] Handles no compounds/outposts existing in map (should fix disconnect RPC error OnRespawnInformation).
[D11] Updated LR300 recoil, and re-enabled the item/bulletcount display on the belt bar
[d11][Audio] Moved animal sound defs and created some new folders to make it easier to balance Animal 3D ranges.
rgba textures for both those weapons
translating M39 and L96 material over to Core\generic material shader - removed unused textures (ao & metallic)
[D11] [UI] "Outpost" button on death screen now respawns user to the first outpost created in the world (need to add functionality for choosing which outpost).
[d11][Audio] Added helicopter template files to manifest
[D11] Fixes " Left & Right not working on toggle settings in options menu."
Compound s2p.
Basic bokeh blur texture for distance flares.
[D11] Fixes server compile errors
[D11] Fixes server compile errors
Don't render distance flares underground
[D11] [UI] removed the controller speaker option for voice chat output on xbox
[D11] [UI] capitalised dualshock
[D11][Tutorial] Tutorial actions now use GetTokenised for translations
[D11][Tutorial] Temporarily set tutorial to use generic game options UI
changed building purchase price
changed the way plants grow, shortened the grow time a bit
[D11] Lightpost Col added
[D11] Exported monuments with lightpost's in to update COL.
[D11] Popup buttons updated to match the new look of the rest of the buttons
Military Flamethrower, materials, lods, collision prefab setup
[D11] Adds delete spawn point fx
[D11] Adds delete spawn point fx
[D11] [UI] removed community hub and moved global stats and leaderboards options to the my rust page, removed rust feats button
[D11][UI] Fixes for Campfire text (and all other oven lootpanels)
[D11][Tutorial] Added tutorial localisation keys
[D11][Tutorial] Updated tutorial objects for tutorial cave and shelter, added helicopter flyby event
[D11] Alters fade to be frame based rather than time based as the loading screen blocks the main thread meaning the fades would sometimes fade a little then completely cut depending how much time the main thread was blocked for. Changing volumes from either FixedUpdate, OnAudioFilterRead or even on a thread does not work as the Unity API is not thread safe! Yay! The upshot of this is that fades sometimes take a bit longer but they are always mostly smooth... bar a few little pauses but its not too noticable.
[D11] Alters fade to be frame based rather than time based as the loading screen blocks the main thread meaning the fades would sometimes fade a little then completely cut depending how much time the main thread was blocked for. Changing volumes from either FixedUpdate, OnAudioFilterRead or even on a thread does not work as the Unity API is not thread safe! Yay! The upshot of this is that fades sometimes take a bit longer but they are always mostly smooth... bar a few little pauses but its not too noticable.
[D11] splits loading loop into a sting/nosting version
Fix for instanced meshes not being destroyed properly
Fix for gib rigid body mass and some small optimisations to the gib creation stuff.