111,810 Commits over 3,928 Days - 1.19cph!
Adjusted client.maxreceivetime default value to 10ms (was 5ms)
Adjusted server.entitybatchtime default value to 1.0s (was 0.5s)
[D11] Heatmap popup now working on ServerStats, MyGames now uses a live list of servers, and servers can be joined via MyGames
Renamed server.maxentitiespersecond to server.entitybatchsize
Added server.entitybatchtime (0.5s by default)
Changed network cell size from 64x64 to 32x32
[D11][UI] Implemented category filtering on connected players button.
Altered auto refresh time. Fixed typo in translation file.
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[D11] [UI] Implemented non-reflection based linker system for UI Markup parser. Objects can now retainer references to one another via the ID and linker system.
[D11] [Tutorial] Update to abandoned shelter, doorway and window added
[D11] Add Some Marketplace/PSN methods for retrieving consumables
Ensure that players are always immediately subscribed to their own network cell (fixes rubber banding regression from 31306)
[D11] [UI] fixed a problem where the last server in the list would get cut off
[D11][TUTORIAL] Fix for issue #479, crash on picking up placed objects
[D11] Fix for TerrainHeightMap.cs
Oilrig small dressing progress backup
[D11][TUTORIAL] Fix for BaseOven not using a valid ItemDefinition
Limit player network cell subscription rate on the server (to fix client frame rate drops)
Reduced client.maxreceivetime to 5ms by default (from 20ms)
Added server.maxentitiespersecond (100 by default)
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