241,457 Commits over 3,867 Days - 2.60cph!
[D11] some mods to save memory, depth format change should be fine, reflection probe change might need raising slightly but previously only 2 reflection probes were active so this might be enough
[D11] Player telemetry network message. Primarily to transmit frame-rate data to Rustworks so on-screen display can be removed. Network protocol bump!
[D11] Fix for underwater swimming
[D11][UI] Stream privacy options for front end and in game
[D11] Set teleport position from in game map
TMPro contract widgets, some visual tweaks
Added a small delay to the leaderboard populate
Redesign leaderboard widget to show ranks and some animation
Added option to review tutorials from pause menu
Working on modifying Gang HQ and player gang stuff to be separate from the newcoming non-player gang stuff
Lots of tech fixes, updated advanced food contract
Fix staff not being able to move meals
Fixed units using meal props before they have meals present
Fixed restock effect getting floor clipped
hell cubeRain pattern
invasion ship2 charge sfx
more rings variety
hell bouncerSlow pattern
Show balcony space in room preview
Upgrade to 2019.1.9f1
Rider update
WIP Battle UI cleaning/optim, replaced some anim with tween
Gang-specific payphones now spawn per gang building
ship model, resource depository work, character movement work, music, sound effects
cleaning up main menu theme script/prefab
improved max perf mode vignette look, adding global variable color linked to the tileset
Proplights use built in shadow cull distances.
Fixed bleed on light fixtures texture.
Scene backup.
Added convar to disable item manipulation validation.
Fixed deeds not transferring...
[D11] [UI] Fixed player stats in leaderboards overlapping or wrapping onto new lines. Adjusted spacing and cell size.
Texture array creator auto-sort on drop
Just destroy replicated entity with DestroyProper for now (forgot that Destroy is Authority only)
Server sends all clients (except for host) serialized entity data when a replicated entity is spawned
Deserialize entity creation message data on client, attempt to create and spawn
Bail instead of throwing exception on recv var for entity that doesn't exist yet (need to stop vars coming in before entity creation)
Enable new entity replication again, previous commit fixed the fuckup
Send destroy entity message
Destroy replicated entity on client when receiving destroy entity message
Add test entity that despawns after 5 sec to test entity destroy message
[D11] [UI] Implemented player profile navigation prompt in leaderboards page.
[D11] [UI] More tweaks to leaderboards page. Optimised translation strings retrieval and rank text header now changes if region filter selected.
shield sucker, rings pattern
Merge branch 'master' of SpaceUsurperUnity
added back howieTest stage
[D11] [UI] Adjustments to Leaderboards layout. Fixed text wrapping and removed unnecessary components.
more career UI clean up / optim, replaced the UI animations with tween
news feed now auto refresh when advance button is clicked and the news tab is active
removed the custom squad icon from the ME button
Added a convar to set building prices
[D11] [UI] Fixed erroneous translation keys for leaderboards menu.
Fixed issues with interactor holding onto to reference of interactables when they shouldn't be.
[d11][SkinnedMeshCollision] Tighter broadphase primitive( capsule ) + baseline optimisation ( short circuit the skinned mesh test all-together )
[D11] Debug save/restore save position
UpdateSubscriptions profiling
Aded beam_spotlight.SetColor input
[D11][#2408] Fixed floating bota bag on xbox