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Miltun light LOD distances.
Fixed issue with Corp looking for entity on wrong peer when loading.
Coconut model, gibs and textures
Light LOD distances in miltunnels WIP.
Added enabledRadius-based editor gizmo to AmbientLightLOD
fix for non save entities spawning.
[D11] [UI] Define fixes for new assets added in the Quick Chat Radial menu submit.
Convert MeshLOD to LODGroup
[D11] [UI] Integrated Quick Chat wheel into new radial menu system. Added components for playing sprite animations without requiring animator. Adjusted Quick Chat visuals to more closely match other radial menus. Removed animator controllers and animations that are no longer used.
[D11] DTLS server will now attempt to load certificates and private key from disk.
[D11] [UI] map fixes - made the coordinates refer to the cursor position, the focus on player button will now position the map correctly
added a few console commands
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Fixed the remaining loading issue I could find
Fix for monument spawning
[D11] Client now gets DTLS certificate and private key from the server connect request when available.
[D11] Manage the download cache to max of 1GiB, should also handle cache reduction and make editor emulate it too, increase persistent storage on XboxOne to 1GiB
[D11][UI] Created right stick move events. Enabled Movement between loot panel and inventory via the right stick
EAC SDK update, second attempt
[D11] DTLS server peer connection info filled-out, and some packet recording stuff in DTLS client.
[D11] DTLS network API 'read' implemented. Game now functions with single client connection.
Fixing deed loading issues
Various miltunnel fixes & optimisations.
Toggled IsDynamic on all cargoship lights; updated prefab
Added IsDynamic toggle to lightoccludee; currently only disables culling via occlusion
Preliminary light culling added to the mil tunnels.
Fixed broken flares in the mil tunnels.
Cloning vat fx improvements.
Fixed fumes & sparks in tunnels.
Removed light component hard requirement from light occludee
[D11] Changing sorting on Door KeyCode actions (So that Lock/Unlock are ahead of ChangeCode)
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