97,840 Commits over 3,683 Days - 1.11cph!
Small oilrig / Fixed mesh issues / Created floor colliders
Merge with d11_console_version
[D11][TUTORIAL] Added object highlighting to find food step
Oilrig small dressing progress backup
[D11] [UI] Leaderboards tracks additional stats on player kills leaderboard.
[D11] Regenerated manifest
[D11] ServerAdmin map seed/size text hooked up, and changing Show modes on ServerStats (Frontend Only)
[D11] [UI] Added support for Text and Selectable component parsing. Removed navigation from parsing as all object reference fields will be tracked with a metadata component instead.
[D11] [UI] aligned the tags on the entries in the connected players screen a little nicer
[D11] TerrainHeightMap.HeightTexture no longer used when client procgen is disabled, saves 16MB on a 2k map, 64MB on a 4k map, and saves a little bit of loading time.
[D11] Fix for slider buttons with a min value greater than 0 setting the wrong default value
[D11] [UI] updated the leaderboard screen to use wrapscroll so it animates and can use the d-pad
[D11][TUTORIAL] Some Local server shutdown cleanup
[D11] Buttons can now be properly toggled as locked or unlocked at runtime, and also reset any highlighted behaviour when disabled
[D11] PlayFab stats : calories.consumed, structures.destroyed
[D11] Server performance telemetry now logged to file, in parallel with the deprecated web request. Web request needs removing once Rustworks catches up.
[D11] [UI] Sped up credits screen auto-scroll. Added linker code for linking object references in components after parsing.
[D11] Potential fix for unmanaged memory leak with server telemetry request.
Oilrig lights, base placement
tweaked fluorescent light pole model a bit
[D11] [UI] fixed the message of the day button in the server admin screen being mislabelled
Improved ragdoll update vis perf; updated all ragdoll prefabs
Removed unused articulated occludee from player model prefab
[D11] unload some more prefabs after map load, seems ok
flame turret/shotgun trap now use triggers (perf improvement)
Small oilrig progress update / LODs and collider setup / split the main structure into multiple submeshes
buoyancy server NRE fixes
[D11] Define fix, removed "Clean Rust" references from MyServers and updated MyServers Title text
[D11] OSK for setting the "Message of the Day" for a server
[D11] [UI] Starting support for metadata components to handle data for data components.
Disable mesh streaming on sever
detonator viewmodel/worldmodel setup (with placeholder anims)
[D11] Sorted 0% scaling issue with Credits Screen prefab
[D11] [Tutorial] Fences for animal Pens
[D11][Tutorial]Tutorial Map updates
[D11] [UI] More UI Markup components supported. Updated compiler window to further streamline testing. Added linker class for reference mapping.
[D11] [UI] updated autosave spinner
[D11] [UI] missing translation define
[D11][UI] Server Wipe timer implementation, create new server page options locked that are not implemented server side.
[D11] Fixes for ServerAdmin on the InGame carousel
[D11] enable per-prefab ability to unload after map loading (or potentially at other points). This is just done for the monuments currently, but the "unloadStrategy" can be set in the prefab properties in manifest.asset. This saves memory at the expense of more reloading if you exit the map and rejoin another one.
[D11] [UI] added the password popups for servers (disabled for now though until passwords are added)
removed clean rust from find / join game UI
added some localisation strings