128,620 Commits over 4,140 Days - 1.29cph!
AddHDAdditionalLightData editor tool (we probably need to make this loop through scenes)
some missing/renamed includes
[D11] Rustworks log changed from polled telemetry to event snapshots. player_joined event is the first entry.
Added sleep flag to more vehicles and LateUpdate.
Benchmark timings in seconds instead of ms
Make sure lights have a HDAdditionalLightData component
[D11][UI] Removed last selected option for create server menu. Fixed issues with screen
[D11] [UI] Removed transparency from default start up image.
Fix for instancing/occlusion when booting from procedural map
[D11] Delayed position code with proximity, currently untested... also mods the crossvoice code to remove debug text unless its a debug build... also adds in "test" as default password for editor builds only.
[D11] [UI] Added PS4 platform images. Adjustments to Server Stats page. WIP for Server Usage stats.
Updated quick craft buttons to use Lewis' star setup. Can now click the star to toggle favourited status directly from the quick craft button.
Added BenchmarkTimer
Added extra bootstrap timings
added V and W tambourine models, set up prefabs and lods etc.
Merge from "OcclusionSphere leak fix"
[D11] merged Matt's package change to get HDRP packages from SVN. Various related project fixes. Todo: fix warning that has started in MaterialsInScene.cs (so RW TMP)
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[D11][UI] Corrected popup text from last commit
[D11] - Fix for #1359, tweaked the collision geo for road asset
[D11][UI][#2116] Fixed popup text. Disabled password input on create public server
Fix for booting from Procedural Map.unity AGAIN .. nobody wants to have to navigate the menus every single time they test something do they?
[D11] Server compile fix.
Load filesystem first in bootstrap
[D11] [UI] Test PS4 mandatory platform images.
[D11] Fix for popups not resizing correctly
[D11][UI][#2619] Adjustments to the Vendingmachine UI. Translation adjustments to the create a server screen
From code review: Removed and replaced TransformPointToLocal/InverseTransformPointToLocal.
From code review: ModuleManager does now need to still be a MonoBehaviour since it uses a couple of Unity methods, but made that clearer.
Additional: Refactored ModuleManager classes a bit. Now TBase can be a BaseEntity which removes any need for casting.
Use in-built drop shadow component on info boxes
Exposed some sound definition slots for adding and removing map markers
Fix for random modular spawner double-adding modules. Simplifies module parenting as well.
From code review: AddMountPoint returns existing mount point if it's already added
Show the source of damage if no player is responsible for a death (falling/hunger/cold/radiation/etc)
PostUpdateChildren updates when entity children are added / removed.
From code review: Convert ID checks to use EqualNetID. Add extension method for comparing layer.
Assign correct colours to sleeping bag cluster options
Quick tween for open and closing sleeping bag cluster
Show killed by weapon name and icon on game over screen
Add attacker distance field to death info, expose on death screen
Fixed steam avatar of killer not appearing
From code review: Force specification of fuel loot distance, plus general cleanup of the EntityFuelSystem class.
From code review: Make lastAttackedTime internal