127,178 Commits over 4,109 Days - 1.29cph!
More work on AI orientation while on the cargo ship.
[D11][Jenkins] Add all platforms client/server ps4/win64/xboxone and make them all configurable in jenkins
[D11] [UI] Tool cupboard, research table and workbench loot panels
Attempt at fixing shadow cascade crash (RUST-197)
ocean path adjustments
prop work
More NPC orientation fixes on Cargo Ship.
More work on NPC orientation on the cargo ship.
More work on NPCs on cargo ships.
[D11] WIP experimental code to help speed up bootstrap type code; define IO and CPU tasks and the dependencies between them. The code will compute the optimal ordering (respecting dependencies) that maximises efficiency for both IO and CPU at the same time. Tasks are timed and data is fed back into the algorithm next time it is run, also the IO taks create data which can be used to build an asset bundle to eliminate file seeking; by running this and feeding all the information back in, and running it again, it should settle on the optimal arrangement of tasks. The system could use different data on different platforms to produce different runner code, giving the optimal performance on all devices. When code or assets change the system can be re-run to recalculate the optimal sequence, but as long as the dependencies haven't changed the old code will still function correctly, just won't be as fast as it could be. This is still in the development stages and yet to be tested with real game bootstrap tasks, which should need only minor modification to fit into the system's stubs.
Also merged in changes from Matt's streaming branch to enable async file loading in the FileSystem backends.
[D11] Turn off client builds to catch server builds
[D11] Change to agent none
[D11][UI] Implemented controller navigation prompts for lootpanel items
[D11] [UI] Main Menu can now return to the Title Screen and back again, includes a number of fixes for transitions and selected items when moving between pages
Fixed moving scientists not animating the movement when parented.
[D11] TE Repair bench Lootpanel and Update to prefabs for better navaigation
[D11][WIP] Changed how Input is handled to change boat acceleration and reverse to trigger buttons
[D11] More fixes for jenkins
[D11] Removed unnecessary stat from server performance metrics request.
[D11][WIP] Building controls, switching structures with shoulder buttons implemented.
Disabled impostor shadows (testing shadow job crash)
Subtractive merge of PlayerModel changes.
Subtracted PlayerModel AI changes
temp fix for scientist visibility
Added a constantly pathing A* scientist on the deck for testing.
Improved NPC orientation when on the Cargo Ship.
Improved AI Line of Sight when on the Cargo Ship.
[D11] Rid of some things not needed
[D11] Mistake on the build display name
[D11] [UI] Visual tweaks to the HUD; altered colours, changed positions, and edited UI element images.
[D11] Fix for On load crafting, resolution issue, and Implemented setting the pinned recipe form the crafting menu
[D11] Copy the StreamingAssets on Jenkins
[D11] [UI] fix to a missing reference in the pinned recipe element
Berry bush black, red and blue variants
[D11] Display some debug info for CI to find out where the asset bundles are going.
[D11] Merge from WorldCache branch to get maps loading fully from file on console.
Berry bush texture and material tweaks
[D11] Merge texture crunch code + remove caching of warmup assets in AssetBundleBackend as the order of assets doesn't always match the order of asset names unfortunately.
[D11] See if this fixed the PS4 Streaming Assets
More tweaks to AI related to Cargo Ship.
[D11] Ignore -buildTo on assetbundles builds
More AI tweaks at Cargo Ship.
Adjusted scientist speed a bit on Cargo Ship.
Adjusted scientist waypoints a bit on Cargo Ship.