branchrust_reboot/main/d11_console_versioncancel
4,583 Commits over 731 Days - 0.26cph!
[D11] Proper 7.1 downmix for headset audio to fix quiet voice chat.
[D11] Proper fix for LR spatial/spread swap issue
[D11] Add time to demo metrics snapshots
[D11] Flips L+R channels in voice capture plugin for voice chat headset routing.
[D11] Remove missing script from a bunch of particle effects
[D11] [UI] Whats New UI updated to only trigger once per application session. Removed mip maps from UI Icon sprites.
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[Audio] Stopped templates from looking for removed mixer channels, all channels set to 'none' as channels should be set by sound classes.
[D11] Adds null check to xb1 headset mixer
[D11][UI] Fixed Death location not been set.
[D11] Removed popups for full servers, to lay ground work for automatic queues.
[d11][4257] {PS4/XB1} Placing any deployable item breaks the player's camera and causes Null Reference exceptions, causes performance drop
Put in an addition case which I wasn't aware of when I was testing it.
[D11] [UI] Fixed raise foundation translation issue.
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[D11] Using the external ip address of the server for the map URLs.
[D11] Bumps voice range up to 60 meters as this is the distance QA think is appropriate
[D11] Null check to fix the issue with main menu not loading.
[d11] [2732] {PS4}{XB1} [GFX] Objects in players hand stay blurry for a few seconds when looking downwards
Pre-loading of belt items ( mesh + texture )
[D11] [UI] Added loading icon to Whats New UI when waiting for info to load.
[D11[UI][#4236] Fixed server list highlight
[D11] Reset the access token on login to prevent Rustworks not accounting for Xbox users changing accounts.
[D11] [UI] Whats New UI Implementation (temp bool to disable it until finalised).
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[D11] Alters player mouthspeaker volume falloffs to fix hard panning
[D11] Fixes for the local game server (missed file):
Removing the hack: now local server returns full URL of the map, including the correct network address and port.
[D11] Pass metrics root url to rustworks init
[D11] Fixes for the local game server:
1. Terminating the http thread when the game server is stopped to release the TCP port. Otherwise the client can't download the map.
2. Terminating the ping server without spitting nasty exceptions.
3. Using world cache for the server running in editor. Otherwise the map is not generated and client can't download the map.
4. Removing the hack: now local server returns full URL of the map, including the correct network address and port.
Different lifecycle for the TCP Ping server:
Stopping the tcp ping server if the main Unity thread is not responding.
Restarting the tcp server if the main thread is back.
This is also to be used by Rustwork to receive heartbeats from servers and populate the server list correspondingly.
[D11] Wait for StopPlayback before sending demo metrics
[D11] Demo metric recording
[D11] Removes unneeded calculation
[D11] Fixed Feedback QR code not being visible in builds
[D11] Changed Disconnection message when loosing connection from d11_server_shutdown to d11_connection_error
[D11] Added banned message which appears when joining a server while banned from Rustworks
[D11] Better fix for only sending voice data within a certain range of players.
[D11] Stop receiving voice data for far away players
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[D11] Latest voice chat fixes
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Only render instanced geometry for main camera (fixes slowdown when returning from inventory screen)
[D11] Latest voice chat fixes
[D11][UI][#4240] Fixed chat and server Messages not appearing in ingame menus
[D11][UI][#4018] Fix for been unable to exit the map and map failing to load sleeping bags icons.
[D11] Added server side check for max players, that takes joining players into account when a new client connects
fix for inventory slowdown
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[Audio] Set up correct default loading in background settings and compression settings. Set up XMA on Xbox One. Just needs PS4 setting up.
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