111,996 Commits over 3,928 Days - 1.19cph!
Bandit town fixtures WIP.
Standalone PropSway based on the chinese lantern sway.
f r a c t i o n a l r e l o a d i n g
added fractional reloading to spas12 and BAR
[d11][Audio] Quite a few changes, see below:
Renamed all footstep Sound Defs with sdef_ prefix to allow easy searchin and group editing of footstep sound defs
Rebalanced levels of all footstep sound defs
Made Vegitation Scrapes Quieter
Made Low Pass Distance Muffling on Grenades more aggressive
Removed all remaining instances of the generic 'cave reverb' only D11reverbs and hangar reverbs should show up now.
Removed Quarry 'cave' reverbs as sounded completely out of place, once we have global exterior DSP coverage will be no need for this.
Explosive ammo sound tweaks
Stripped out the old bandit town lighting.
Optimized some things in it.
[D11][Tutorial] Replaced cave campfire with tutorial campfire
[D11][Tutorial]crystal cave now has a scene,
[D11][Tutorial] Removed duplicate campfire in cave
[D11][Tutorial] Target will now be knocked down after single hit again, regenerated console commands
[D11] [UI] Server Info popup should now get correct info and skip admin name request entirely if playfab id stored in server info is null.
[D11] Updating a number of translation strings for world collectable items
Added poolable component to party hat
Added poolable component to scarecrow outfit, wearable barrel and dragon mask
Fix for incorrect stripping of PrefabAttributes
Added poolable component to burlap gloves, roadsign gloves and tactical gloves
Updated compound lighting to new scripts.
Hobobarrel_static, bbq_static and powerline_pole_a lights have light distance culling.
[D11][Tutorial] Input lock and look anims now work again
[D11] [UI] Added admin name server info request.
[D11] [UI] map movement and zoom should now be framerate independent, and values tweaked nicer
Pass on the options menu complete
[D11][Tutorial] Mountain tutorial objects now added to prefab
[D11][Tutorial] Fix for rowboat not correctly spawning, more missing references fixes
[D11] [UI] Removed unnecessary function that was causing runtime error.
[D11] [UI] updated map ping effect
Updated oil rig 2 distance flares to the new style/tech.
[D11] [UI] removed some text left in the amount string
[D11] [UI] Removed unnecessary texts from loading screen (now only displays map seed value).
[D11][Tutorial] bear cave + tutorial habor prefabs, rocks now showing in tutorial map
Cargoship 1&2 distance flared up & light script updated.
[D11] [UI] Temporarily disabled pinging servers for latency value when displaying server info as it was yielding forever in console builds.
[D11] [UI] Added map info to loading screen when connecting to a map. (Hides map info panel when Hide() is called on loading screen, only enables map info panel when loading from ServerInfo script).
[D11] [UI] updated the ps4 controller image on the controls screen, and updated some of the ps4 button icons
[D11][Tutorial] Re-enabled lighthouse prefab, fixes for missing references in tutorial events
[d11][Audio] Fixed brushing through foliage being too quiet.
Cherrypick from
33008 (Updated scientist art)
[D11] Updated TurnOn/Off translation strings for world object oil refineries, and holding 'Use' to help a wounded player up now shows a proper hint string
Add \ before " in legal text so as to not break everything
[D11][Tutorial] fix for editor bundles + missing items in single player list
[D11][UI] [#1423] Moved sfx call to on move
Add legal text, added line about helping other players up from downed state, changed abbreviated Rust Coins to 'RC'
[D11] [UI] Respawn screen now only shows outpost buttons if outposts exist on current map. Adjusted how buttons appear on the respawn screen so they all share the same system.
Put them in the wrong place...
Moved even MOAR strings out of the translate pile.
[D11][UI] Removed option from ingameoptionsmenu