branchrust_reboot/main/d11_console_versioncancel
4,549 Commits over 731 Days - 0.26cph!
Use Roslyn compiler on xb1
[D11][UI] fix for wounded player floating in the air
[D11] DTLS plugin now accepts certificates and private key data from memory buffers rather than requiring file path to open internally in OpenSSL.
[D11] [UI] fixed the navigation bar in the rename sleeping bag popup, and added a bool into the popup navigation to not close the popup when the button is pressed
Fix for deserializing compressed map files
[D11] Changes to Aim Acceleration & DeadZone defaults, removed Movement Sensitivity and added Camera (Sprinting) Sensitivity. Also added a button for the aim power curve to more easily tweak the values in-game.
[D11][UI] Fix for Research bench crash
[D11] added defines to fix the build compilation error
[D11] DTLS traffic monitor logging less verbose and a little more efficient. Updated test certs and keys encoded with server and client names to verify usage in the handshake.
[D11] DTLS traffic monitor displays in milliseconds rather than to seconds.
[D11] [UI] slightly adjusted the spacing and text sizes on the navigation bar
[D11] [UI] moved the large player preview to hold instead of toggle
[D11] fix a couple of "hair" meshes which were not covered by the Hairsets (until my last commit) so had been set as non-readable, so went wrong when they appeared on a player on the map.
[D11] [UI] added a popup for renaming your sleeping bag
[D11] DTLS traffic monitoring functionality added to the plugin, interface added to Unity testbed. Fixed debug output support for DTLS 1.2 protocol.
[D11] Temp fix for Define serialization issue with loot containers
Fix for LOD states with no renderer
[D11] Reduce upper cap on Camera Inertia to 0.8
[d11][Audio] Removed fade clicks from new UI sfx
[D11] Make sure all the hairset mappings are complete, i.e. don't rely on a certain model being set on the prefab for the default male. The reason is we need the hairsets to completely specify these meshes used in conjunction with the MorphCache if we're going to bake out the morph poses at build time. Second commit to follow which actually implements this optimization, this changest shouldn't actually change anything other than make the current behaviour explicit.
Don't setup LODs for objects with empty bounds (caused by missing meshes)
Add LODGroup components in prefab preprocess, exclude SkinnedMultiMesh and DeferredMeshDecal
[D11] Fix for trying to aim with a broken gun, and testing out new settings for Assault Rifle recoil
[d11] Outpost defenses crash the game. Stop firing at players in GodMode, it OOMS and tanks the FPS.
Fix for server build not copying the asset bundle
[D11] [UI] fixed a problem where you could activate the blur when you shouldn't be able to after backing out of the inventory with the large player preview open
[D11] Clamp the correct value for the upper limit on camera movement speed, and fixed applying to the multiplier value
[D11] Fix for mace not throwing correctly
[D11] [UI] accidentally submitted the options with a scale of 0
[D11] [UI] separated the bottom info bar and the server admin screen into prefabs, and made a start on separating the button options into prefabs
[D11] DTLS plugin Unity testbed.
[d11][Audio] Updated optimized reverb on cave child components.
[D11] DTLS plugin native fixes to allow re-running in the Unity Editor.
[D11] Latest PlayFab SDK
190205
[D11] [UI] Removed and disabled unused UI elements in research table lootpanel
[D11][UI] Added add scrap action to research table lootpanel
[D11] Disable sprint/auto-sprint when certain UI screens/panels are open
[D11] Stop showing unnecessary decimal points on Options sliders that don't use them & aim speed multiplier back to using MoveTowards
[D11] Turn on Platform Friends stuff on boot
[D11][UI] Additional Research Table lootpanel changes
[D11] Adding a missing translation string for Licking candy
[D11] Re-enable the jump button to fly straight up in NoClip mode, and added ability to use the crouch button to fly straight down
[D11][UI] Research Table improvements lootpanel and fixes to recycler lootpanel
[D11] [UI] updated the corpse looting screen to have the 7th wearable slot
[D11] Per-Axis acceleration and some default values changed
[D11] [UI] added a 7th wearable slot
[D11] Safety check for join game UI exception spotted in the Editor.
[D11] [UI] adjusted some overlapping text in the pause debug menu so that it doesn't