255,859 Commits over 3,990 Days - 2.67cph!
Fixed Gravity Gun visual effects
[D11] Fix Rustworks platform logins
updated avatar customization bg image
tweaked searching game button position
Remove unreal replication for light entities
Make light properties replicated
Allow assets to be replicated with asset references
Fix NRE in AssetRef
Allow asset refs to have their own serialization depending on asset type
Entity producer UI changes. wip terrain stuff for blocking interactions.
Removed redundant private.0 files and respective metas
Pause when we get to the end of a demo instead of quitting
Jump To End works again
[D11] [UI] WIP changing item notifications to use pre-placed panels rather than spawning/destroying at runtime. Changed item notifications to update and track items that are the same rather than showing new notifications for items with the same definitions. Item notifications now show overall harvest alongside last harvest instance.
Fixed projectiles going the wrong speed with changed timescale
Projectiles move smoothly during timescaled demo playback
Fixed weapon_crossbow sounds in multiplayer, fixed weapon_crossbow;s 3rd person sprite misplacement by giving the world model an attachment
[D11][UI] Cosmetic update to frontend
Fixed any potential NREs in LightGroupAtTime
[D11] Re-enable noclip protection
TerrainUtils.GetPointOnTerrain now returns null if not on terrain instead of the original point with a height of zero to fix a bunch of underground spawning issues. Added TerrainUtils.IsPointBelowWater
Moved Utils.RandomAtCirclePerimeter to TerrainUtils.RandomAtCirclePerimeter and it now includes a call to TerrainUtils.GetClosestNavMeshPoint to make sure the return value is reachable. This fixes a bunch of runtime gather/interaction tasks where the positions are generated at runtime.
When scrubbing only update entities that have changed during the delta
Human stick carry capacity fix. Task markers now only show failed reason on task icon hover.
fix squad editor being stuck
updated platform icons
[D11] Add error handling around Rustworks login failure
[D11] Remove unused variable.
Fixed GameManifest editor bug
Profiling
Don't use Enum.HasFlag (garbage, slow)
Don't set UserIDString on load unless UserID changed
Load GUIDs from GameManifest in editor, fallback to AssetDatabase if not found (faster, no gc)
[D11] Rustworks initialisation fix for PS4 in Editor
[D11] Add Rustworks login test
[D11] Disable antihack for console: noclip, fly, speed
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[D11] Fix for ps4 touchpad button detection
Removed hardcoded force map rotation warning panel, replaced with hold left shift to trigger.
Reduce clicks needed for beta key
Build
[D11] DTLS server console command and extra telemetry for tracking packet loss and sizes.
WIP shop UI for buying entertainers
Tab abstraction and navigation in shop view
queen and soldier units
dormant start and end callbacks
dormant update callback
queen dormant spawn
Merge branch 'master' of SpaceUsurperUnity
removed some chunkSizeFinish
flamethrower
soldier line of sight
soldier detection
soldier attacks
soldier notices when player shoots them
Disable distant payphone world-space mission list UI (performance)
Removed all payphone lights (performance)
Instance doors
Bolierplate entertainer generation
Show venue entertainer in room inspector
Can equip entertainers from room inspector
Entertainer tooltip
First pass on passengers participating in events
Process admission fees and satisfaction changes
Codegen
Manifest & related excavator files.
Various other small stuff.
Fixed UIInfoMessages not clearing on disconnect, and staying up forever on reconnect
Missions now end if user disconnects, fixing issue with OBSERVERS_ONLY (see Pivotal Tracker #167505038)
Scene & prefabbery.
Illuminated control panels.
Split into another entity
Adding controllers, fix some more issues (including the app getting slower over time?)