branchrust_reboot/main/d11_console_versioncancel
4,549 Commits over 731 Days - 0.26cph!
[D11] [UI] updates to hint triggers
[d11][Audio] Updated server refresh audio, recreated as non tonal one-shot fx for button clicks
[D11] [UI] implemented the ore and tree mini game HUD hints, and the torch, stopped the hints from flickering sometimes
[D11] XB1 privilege check + client side checks for access to multiplayer/chat features
[d11][Audio] Fixed missing sounds from Bradley APC, wav was silent for some reason. Also improved roll-off and filtering with distance behaviour
[D11] [Audio] Fix map zoom sfx
[D11] [Audio] Fix popup audio spamability
[D11] Fix line endings in pie menus
[D11] [Audio] Latest audio fixes
Disable link time optimisation on PS4 debug builds
[D11] Changes to client side error messages. Additional client chat options
[D11] Allow complete bypass of AntiHack with userlevel 0. Shouldn't need it once DTLS enabled.
[D11] [UI] updates to the HUD hints system and the triggers for hints
[d11][Audio] Updated manifest with new template used by the Cargo Plane Audio.
[D11] Controller #1 only support XB1/PS4 - PS4 PSN availability / parental control checks WIP
[D11] PC Editor chat works, should also work on PS4 but not tested yet, (Disabled until all 3 platforms tested)
[d11][Audio] Update to Cargo Plane Audio template meta
Rebaked hair meshes without compression on the skinnable components
Fix for broken compound prefab
[d11][Audio] Fixed missing audio on Air Drop Cargo Plane.
Disabled native graphics jobs on PS4
[D11] Fixed passwords being able to be set on Community servers, and changed password icons to white to avoid clashing with the button highlight colour
[D11] DTLS extra exception handling to try to catch some stability issues. Graceful shutdown of the server thread on termination or error (mainly affected PC local server single connection testing).
[D11] Added ability to drink from the Bota Bag and Small Water Bottle in the inventory
[D11][UI] Added option to hide button on interactions. Added additional information to the upgrade target details.
[D11] Last fix didn't actually fix anything - attempt #2
[D11] Fix for borked parameters when calling the OSK
[D11] [Audio] Removes hacky spatial blends from explosions
[D11] Allow empty cans to be recycled as in
33303
[D11] some small script optimisations, most removing redundant checks and duplicated logic, add "cull transparent mesh" in ESPCanvas because most of the player markers are alpha zero most of the time.
[D11] Password input can now be done via the OSK when logging into a protected server
Changed 'Little Pig, Let Me In' Trophy to 'I Am The One Who Knocks'
[D11] DTLS Unity testbed root certificate test support. Logging dumped to console log rather than screen on XBone kit. Fixed left mouse click always causing a server to start in Editor (XBone).
[D11] DTLS Durango plugin rebuilt against OpenSSL-1.1.1.b-stable (XR-012 compliant). Updated Linux DLL.
[D11] DTLS server log spew correction.
[D11] DTLS windows server now works again for test purposes, albeit with only a single connection allowed (as per OpenSSL bug).
[D11] DTLS network event handler added. Hooked up to shutdown (i.e. client connection failure/termination). Fixes a UI hang 'connecting...' if the handshake fails.
[D11] Latest VoIP changes
[D11][UI] Connected players screen updateds mute options for server side muteing
[D11] [UI] added a couple of icons to the connections sheet
#1718 Changed "Blow The Bloody Doors Off" achievement/trophy to "Little Pig, Little Pig, Let Me In." for compliance.
#1663, #1692, changed 'Pants' to 'Trousers' in EN-UK, tyypo fixes.
[d11] Server command everyoneowner ( bool ) so don't have to do ownerid stuff
[D11] Fix for bug#1022 reflected geometry
[D11] Quick hack to force the fog to stay at 0 whilst the scattering is disabled
[D11][UI] Added Options for local text chat muting for all players and altered individual muting. UI side of voice chat muting set up.
[D11] Geiger sounds should now be working again (screen FX still disabled)
[D11] [Audio] Experimental checkin to test how the spatial sounds work without custom scripts interfering.