111,964 Commits over 3,928 Days - 1.19cph!
[D11][Tutorial] Updated tutorial objects for tutorial cave and shelter, added helicopter flyby event
[D11] Alters fade to be frame based rather than time based as the loading screen blocks the main thread meaning the fades would sometimes fade a little then completely cut depending how much time the main thread was blocked for. Changing volumes from either FixedUpdate, OnAudioFilterRead or even on a thread does not work as the Unity API is not thread safe! Yay! The upshot of this is that fades sometimes take a bit longer but they are always mostly smooth... bar a few little pauses but its not too noticable.
[D11] Alters fade to be frame based rather than time based as the loading screen blocks the main thread meaning the fades would sometimes fade a little then completely cut depending how much time the main thread was blocked for. Changing volumes from either FixedUpdate, OnAudioFilterRead or even on a thread does not work as the Unity API is not thread safe! Yay! The upshot of this is that fades sometimes take a bit longer but they are always mostly smooth... bar a few little pauses but its not too noticable.
[D11] splits loading loop into a sting/nosting version
Fix for instanced meshes not being destroyed properly
Fix for gib rigid body mass and some small optimisations to the gib creation stuff.
Shelves can no longer be placed on top of each other
[D11] [UI] Fixed distance check for outpost on death respawn screen returning decimals and not being formatted.
#1289, #1343, #1239, #1244
[D11] Changed hacking device text string in locked crate prefab
Set the guide meshes for building blocks
Barricades now stack (10)
[D11] [UI] updated how the map controls
dropbox can now be repaired
Vending machine can no longer be placed through world layer
[D11] Shareplay blocking enabled/disabled - Changes to critical health controller vibration - Prevent unnecessary data saves
Shader stripping lightmap and built-in fog permutations (not needed for now)
Fixed volumetricLightBeam-related errors when leaving craggy landing test scene
Unregister entity from entity registry as the last thing in DoEntityDestroy (otherwise GameObjectEx.ToBaseEntity can yield incorrect results on parented entities when destroying)
[d11][Audio] Optimised and Fixed Helicopter. Audio now behaves correctly over distance and uses half the number of assets.
fixed missing first person projectile visibility 'spheres' (easier to see where you're shooting) on most projectiles
tracers are now 1/4 length
explosive ammo can be heard much farther away (quieter distance sound)
explosive ammo causes weapons and silencers to lose condition faster
small gc reduction from checking for silenced weapons
[D11] Changed hacking device text string
[D11][UI] Replaced placeholder strings for options
[D11] Latest FE audio for putson
[D11] add client only checks around FE music
[D11][UI] fixes for horizontal scroll bars
minicopters now decay when indoors at half the outside rate (instead of lasting forever)
[D11] [Tutorial] Tutorial map Updates
#1234, #1290, #1268 Text changes
[D11] Make FE sting trigger on first button press
[D11] [UI] fixed a wrong icon on the controls page, and removed the word credits from the playerinfo widget
[D11][UI] Updated Wrap Scroll to have a horizontal option and renamed variables to reflect this change. First pass implementation of purchase RustCredits Screen.
[D11][Tutorial] GUIDToObject now takes a bool so it knows if it should load the client or server prefab version
[D11] Fixes server frontend music errors
[D11] Fixes server frontend music errors
Removed dupes from American English
[D11] Adds music loading stinger jingle thing for putson
[D11] [UI] Added Outpost respawn logic (not yet hooked up).
[D11] new loading loop with prejingle stinger