194,666 Commits over 4,079 Days - 1.99cph!
merging wip daily challenge to main
fixes for standalone server.
added timestmap to server messages.
Reworking tool use parameters to include an effectiveness multiplier per tool type WIP.
[D11] Put back in Jenkins PS4 Build
[D11] Revert D11JenkinsFile back to how it was now I have got to the bottom of it
Attachements and anim event work
[D11] [UI] Hooked up new HUD vital bars and belt bar fixes to D11 in-game HUD. Minor tweaks to materials and textures.
A fix, but needs looking at a bit more
sam site turret final files + anim and prefab setup
damage score points, score changed event, WIP placeholder score UI/prefab.
greatly reduced corn and pumpkin fruiting life length
made starting pants less revealing
fixed instant build cheat
Fixed loot progress icon staying visible after exiting and re-entering container (RUST-191)
reduced MissionsAwardedPerDay back to 1
updating trees to work with highlight shader
fix for RNG determinism sync in daily challenge
Only give player tribe units clothing from the starting pool
support for copying diffuse texture
enabled scoring in Daily Challenge game mode def.
added placeholder daily challenge button to menu, can now start the mode.
MatchScorer scoring value tweaks.
MapDatabase can now take a RNG for picking random map.
Squd generator now takes RNG for positioning units as well as picking unit types.
Fixed billboard shader on Metal
Probex ortho basis for Metal (still needs work)
Subtracting
28525 (LightmapSettingsManager::CheckSettingsConsistency crash)
Only rollback transactions if they aren't complete
Various settlement XP data to hopefully make it somewhat possible to advance to level 3.
daily challenge score calculation wip
Added _Diffuse to HighlighterSettings properties to copy
[D11][UI] Added missing prefab and fixed issue with editor build settings
Made desire drain rate 10x slower
NRE fix when repairing buildings.
Status bar colour when repairing should still indicate decay value.
Vehicle entry RPC testing
[D11][WIP][UI] New front end system (use D11_FRONTEND to enable)
Paged UI implementation
Crafting and inventory screens changes.
Placeholder icons for button prompts
Additional UI WIP Files
UI Control is now based off the analog stick instead of the D-pad
Implemented D-pad events and rename facebutton events to be clearer
ChargeCombatAction fix for charger attack not correctly handling empty terrain in some cases