branchrust_reboot/main/d11_console_versioncancel
4,549 Commits over 731 Days - 0.26cph!
[D11] [UI] Adjusted player statistics retrieval for new playfab API request structure. Fixed define issue in UnitFormatter.
[D11][UI] input module changes for handling right stick
[D11] [UI] moved the rotating of the player to the left analogue stick for now
[D11] Quick Drop added for held items
[D11] [UI] Added support for leaderboard stats panel when selecting new player. Added formatter for ensuring text components always convert into the correct format. Added KillDeathRatio component for KDR graphic.
[D11] GetPlayerProfile as well
[D11] merge
28978,
28980 from main, some changes to the dos fix.
Another fix for the spawn logic
Fix for missing objects (oops!)
[D11] merge
31600,
31627 from main. Basically tries to time garbage collection to happen when it's less noticeable. If we get the incremental GC support then GC.cs would be a good place to control it from.
Updated D11WorldSpawn to spawn objects in the correct place in the hierarchy which is important for things like CullingVolume to work properly. Also improved SceneToPrefab to convert more objects and report failure reasons when it can't.
[D11][Audio] Ongoing Reverb integration work and testing
[D11] Update show more options prompt from showing PC commands, and to only appear when necessary
[D11][UI] added the large player preview in the inventory screen
added icons for stick horizontal and vertical into the sprite sheets
[D11] Camera aiming adjustments
[D11] merge
31322 from main (server cell size change)
Added script for calculating map stats
[D11] Camera aiming adjustments
Reduced D11WorldSpawn memory usage a bit
[D11][UI] local and server side fix for vending machine crash
[D11][UI] Added itemicon option to remove equipped clothes
Made SceneToPrefab deal with RandomDestroy correctly
[D11] merge
28975,
31306,
31323,
31325 from main branch to bring over entity streaming optimizations and dos fix. Nb parts of these changes are raknet specific but I don't think this matters too much, we can replicate those parts if necessary in litenetlib. Increased network protocol to force server upgrades.
[D11] Quick correction on a translation string
[D11] Fixed some issues with Popup hints & WIP for Customising a Server from Server Admin
[D11] [UI] Fixed tooltips having incorrect visuals. Leaderboard changes for upcoming support for player stat panel. Translation support for spam warning message in quick chat wheel.
[D11] [UI] removed Wwise from the trademarks screen
[D11][UI] Loot corpse is now the left hand option when hovering over a corpse
[D11] Add a call for Jordan to get the player stats of a player
[D11] we should be using CoroutineEx.waitForEndOfFrame where possible to avoid garbage generation. Even if it's only on UI menus, it will bring about the need for garbage collection sooner which might happen during gameplay.
[D11][UI] Created static method to convert distance and temperature to imperial values
[D11] reduce the EntityLink pool size - we had cut it in half already but it had been reduced even further on the main branch, so no need for a D11_CONSOLE_PORT exception here. Bit of a memory saving and fractional bootup speed increase with a smaller pool to fill.
[D11] speculative fix for server startup crash since merge with streaming branch (part 2)
[D11] speculative fix for server startup crash since merge with streaming branch
[D11][UI] Weapon modification panel Updated to new controls
Fix for SceneToPrefab incorrectly converting disconnected prefab instances
Make sure D11WorldSpawn.RefreshAll runs before LODGrid.RefreshAll so that objects spawn in correctly
Fix for quality/player settings
Added server.globaltrees convar to disable global broadcast of trees (saves 500MB on PS4)
Create directories if they're missing during prefab build
Merge from streaming branch
[D11] [UI] Fixed accidentally forgetting to call the delay timer.
[D11] [UI] Added spam-prevention to quick chat wheel. Players can now only send up to 5 messages every 3 seconds before further messages are suppressed temporarily.