198,704 Commits over 4,140 Days - 2.00cph!
[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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[D11][Tutorial] Tutorial objectives is now it's own class/gameobject, removed title and changed sub text colour, updated tutorial events
Changed instancing variant stripping to keep all
Addd Tools/Textures/Texture Array Creator
Better multiplayer support env_zoom and point_viewcontrol
env_screenoverlay will now disable its overlay if it was enabled when it is removed
[D11][UI] Added more information to the sleeping player stats screen
[D11] [UI] changed the health bar to be green while you're attacking an creature but not while it's an object
[D11] Autosprint enabled for noclip, Auto-reload if ammo unloaded
Updated neutral_dungeon_lighting prefab
Enabled instancing path for deferred mesh decals (testing)
Disabled the shimmer on hobobarrel_static.
Moved some mats away from the decal shader.
Fixed broken deferred mesh decals
Fixed indirect light flickering on deferred mesh decals
Removed unnecessary options from deferred mesh decal shaders to speed up compilation