192,384 Commits over 4,049 Days - 1.98cph!
Ammo counter on the right now shows ammo in reserve, NOT clip capacity.
Fixed non-matching profiler endsample
Nuked optimize animator; no longer beneficial
Updated ragdoll prefabs to use articulated occludee directly
Building unit icons now position themselves correctly on both listen server and real clients
Fixed Ocean Patrol Paths NRE blocking some test scenes
Fixed all the bugs with all the other map icons
Map icons for unit ownership in multiply-unit buildings mostly working. Position issue in real client/server left to fix. Some other fixes in here also.
[D11] [UI] RectTransform component now fully compiles and parses all data with the UI Markup system.
Moved some hard-coded params to material; tweaks
buoyancy perf improvements
Temporary: Added more steps to the loading screen around Sending Client Info
[D11][Audio] Baked in Parametric EQ being applied to ambient sounds at runtime in the old mixer. Only baked it on the ambiences I felt were being affected by the EQ during testing.
[D11] [UI] UI Markup Parser now creates empty game objects for each widget and child widget it deserialises from JSON.
Fixed window colliders that let a player walk right through
[D11] Test scene for mem profile
Fix small Lua error in weapons module
[D11][UI] Create server Customize with mods screen set up. Removed physics shapes from server images
re-upping this as accidentally deleted the repo, not my workspace
[D11] Server commands for viewing all entity spawns in the main log.
[D11] [UI] Starting rework on UI Markup parse. Commented out initialisation of community hub dynamic buttons while parsing is being rewritten.
[D11][Audio] Set up DSP settings for various snapshots, set up rival footstep enhancement DSP.
Additional client profiling
[D11] Heap dump reporter exception fix when parsing disordered log data file outputs.
Added pooling to ceiling lights
Fixed door state issues. Can only toggle state if current state is idle. Also enforced on client by stopping multiple updates from triggering at once and overwriting each other.
[D11] [UI] updated aesthetics on the find / join game screen, fixed a coroutine running when it shouldn't
[D11][TUTORIAL] Cargo plane now spawns after leaving shelter + tweaks to camera
Implemented IOEntity.ResetState
Oilrig progress backup
loot spawns - final dressing for exterior of rig
gap and bug fixes, etc.
[D11] [UI] Fixed indexing and JSON structure for children within UI hierarchy.
Possible fix for deployables automatically getting placed.
Character input bust flag set correctly on server. Stops shop and possibly door spam errors.
[D11] Fix for attempting to save while another save operation is in progress (PS4) - reduce log output while saving
[D11] [UI] Starting to rework the compilation and parse logic for the UI Markup classes to fit a new structure.