111,815 Commits over 3,928 Days - 1.19cph!
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[D11][UI] added options to ingameoptions
[D11][Audio] Made a prefab for speaker testing
[D11][Audio] Created test scene for controller speaker testing purposes
[D11][UI] Enabled Full d-pad control over UI and removed d-pad event triggers. Also added some editor keyboard support
Industrial wall2 lamp prefabs.
L3 WIP.
[D11] [UI] Assortment of fixes to the parser for UI Markup and added support for parsing TextMeshPro components.
chainlinkfence_albedo trilinear instead of bilinear.
[D11] [UI] Fixed type in compiling font size variable in UI Markup.
[D11] CustomiseServer popup hooked up
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[D11] [UI] Added code to parse latest news from server.
[D11][UI] Connected players player reporting flow. Missing popup define
[D11][Audio] Finished setting up all the new UI with sound defintions, had to rename some of the D11 assets to make management of assets easier going forwards.
Increase LOD grid processing timeout
[D11] [UI] Finished UI Markup parser code, submitting so I can get latest to start work on a test in a build.
Added proper coliders to each floor
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Splitting client-only data
Added debug path for client/server
More raster path optimizations
Added missing barrier
Fixed LOD naming
MT exit routes rework - there is now cover outside the chimney and the ladder route through the mine to leave the complex
vm detonator updates, added detonator entity
[D11][TUTORIAL] Added smoke signal to supply drop position, tweaked cargo trigger timings
[D11] Adjustments for ps4 touchpad
Disabled prefab pool debug mode in development builds (now only enabled in editor)
Tweaked EntityLink memory pool size
[D11] Added hide hud option to in game debug screen
fluorescent light on post tweaks (model)
[D11] Control config B - support for xb1/ps4
various fixes /crane / small oilrig scene
[D11][Audio] Created new UI Sound Defs. Moved previously created D11 Music and UI to more appropriate folders
[D11] [UI] visual changes to the create new server top level menu
[D11] Popups for Start/Stop/Restart/Renew servers
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Oilrig small electrics, scene2prefab setup, prefab, loot spawns
Added building instance pooling to building manager on the client (GC)
[D11] Add PlayFab Method RequestTitleNews() for Rust Pulse
[D11] [UI] updated the createServerType visuals
Oilrig small progress backup