241,419 Commits over 3,867 Days - 2.60cph!
Updated monument prefabs that contained wires
Eyeview when spectating fix
[D11] [UI] Find/Join Server page no longer shows Server Info popup prompt when joining server. Now skips straight to either password input or loading the server when selected.
[D11][UI] Fix for crash opening vending machine admin panel. Disabled dividers in lootpanels
Converting PositionLerp to a class that's pooled.
[D11][OPTIMIZE] Watersystem GPU optimisation. Scale back vertices for watersystem. 1ms GPU on PS4. - [D11][OPTIMIZE] Watersystem GPU optimisation. Scale back vertices for watersystem. 1ms GPU on PS4.
Hide easter shit in demos
Hide team shit in demos
Benchmark text tweaks
Use In EyeView for first person when playing demo (we handle this properly on hdrp branch, so this will be thrown away)
Submit benchmark results with WebUtil
[D11] [UI] Updated map icon texture sheet
[D11][#2587] fixed issue with item notice double counting values
procedural cliffs v3 backup
Scaled down the coastal cliffs
Increased triplanar tiling on coastal cliffs
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[D11][DTLS] Socket read timeout expiry, to try to flush orphaned connections.
Revert "Update Facepunch.Steamworks"
This reverts commit 84c41430fb5b3d02b0aec082436df98ff971e331.
[D11] Add report player and report server Rustworks requests
[D11] Fix method on start/stop/restart server requests
[D11] Update server rental to use Rustworks interface
WebUtil custom certificateHandler
Update Facepunch.Steamworks
[D11][#2588] Fixed NRE with SMG attachments
[D11] Add request to get user wallet balance
[D11] Added toggle for the texture stream debug display
[D11][UI][#2589][#2590][#2591] Fixed Issues with weapon attachment panel
[D11] Updated pop-up texture + Updated Furnace asset (half max particles and cull distance)
Ignore add block broadcast on server (so listen server doesn't add twice)
Add voxel block on server before broadcasting it
Fix incorrect client count in client info message
[D11][DTLS] Increased RTT rate for next sequenced RO message, attempt to improve packet flood send speed.
Switch WebUtil.Get to use UnityWebRequest (test)
Jenkins and Steamworks files
Don't wait until next frame to start server on dedicated, this is only needed when running listen server
don't bother waiting for assets and gamemode to load on dedicated server, this is just for loading screens
Create gamemode entity after starting game on dedicated server
Try calling SteamClient.Init on dedicated server (probably fixed in later Facepunch.Steamworks update though)
Refresh addons before starting game on dedicated server, hopefully fixes gamemodes not being found