124,522 Commits over 4,171 Days - 1.24cph!
Blood effect shader & particle conversion WIP
Fixed & improved the frosty breath effect.
Various VFX translucency improvements.
Manifest
Update protobuf CodeGenerator (struct fixes, improved dispose error message)
Half3 and VectorData protobufs are now structs
Fix receiving trees not pooling on the client
Fix server not returning map notes to the pool when a new one is placed
Fix client not disposing team data when receiving an updated copy
Hopefully fixed MapNote pooling bug for real!
[D11] Using the external ip address of the server for the map URLs.
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Fixed pink animal footstep vfx
[D11] Bumps voice range up to 60 meters as this is the distance QA think is appropriate
[D11] Bumps voice range up to 60 meters as this is the distance QA think is appropriate
spas12 viewmodel - fixed issue with shell floating into weapon during reload
[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).
landing conditional prefabs update
new landing pieces (models/gibs/colliders)
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Merge from ObjectMotionVectorFix_improvements
[D11] Alters player mouthspeaker volume falloffs to fix hard panning
[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] 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
Update hi res material meta files
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First pass on letting players destroy an empty chassis on a vehicle lift
Once all modules have been removed the destroy option appears
Once pressed, has a 10 second countdown before the chassis is destroyed
The player can cancel the destroy at any time while the countdown is active
Merge in the latest push fix changes
Revert the earlier push fix merge subtraction, so we can merge the new changes in cleanly
Fix a couple of minor errors
Fixed cockpit with engine missing mount hot spots
If an engine has no assigned mount spots it will now fall back to the old behaviour
Allow TriggerHurtNotChild to delay damage done. This is a fix attempt for drivers/passengers taking damage on vehicle exit.