111,339 Commits over 3,928 Days - 1.18cph!
Improved NPC orientation when on the Cargo Ship.
Added a constantly pathing A* scientist on the deck for testing.
temp fix for scientist visibility
Subtracted PlayerModel AI changes
Subtractive merge of PlayerModel changes.
Disabled impostor shadows (testing shadow job crash)
[D11][WIP] Building controls, switching structures with shoulder buttons implemented.
[D11] Removed unnecessary stat from server performance metrics request.
[D11] More fixes for jenkins
[D11][WIP] Changed how Input is handled to change boat acceleration and reverse to trigger buttons
[D11] TE Repair bench Lootpanel and Update to prefabs for better navaigation
Fixed moving scientists not animating the movement when parented.
[D11] [UI] Main Menu can now return to the Title Screen and back again, includes a number of fixes for transitions and selected items when moving between pages
[D11][UI] Implemented controller navigation prompts for lootpanel items
[D11] Change to agent none
[D11] Turn off client builds to catch server builds
[D11] WIP experimental code to help speed up bootstrap type code; define IO and CPU tasks and the dependencies between them. The code will compute the optimal ordering (respecting dependencies) that maximises efficiency for both IO and CPU at the same time. Tasks are timed and data is fed back into the algorithm next time it is run, also the IO taks create data which can be used to build an asset bundle to eliminate file seeking; by running this and feeding all the information back in, and running it again, it should settle on the optimal arrangement of tasks. The system could use different data on different platforms to produce different runner code, giving the optimal performance on all devices. When code or assets change the system can be re-run to recalculate the optimal sequence, but as long as the dependencies haven't changed the old code will still function correctly, just won't be as fast as it could be. This is still in the development stages and yet to be tested with real game bootstrap tasks, which should need only minor modification to fit into the system's stubs.
Also merged in changes from Matt's streaming branch to enable async file loading in the FileSystem backends.
More work on NPCs on cargo ships.
More work on NPC orientation on the cargo ship.
More NPC orientation fixes on Cargo Ship.
ocean path adjustments
prop work
Attempt at fixing shadow cascade crash (RUST-197)
[D11] [UI] Tool cupboard, research table and workbench loot panels
[D11][Jenkins] Add all platforms client/server ps4/win64/xboxone and make them all configurable in jenkins
More work on AI orientation while on the cargo ship.
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Server projectiles and thrown weapons inherit velocity from player parent
Added GetLocalVelocity, GetWorldVelocity and GetParentVelocity for both client and server
Implemented server velocity for cargo ship
Fixed NRE in A* scientist's navigation.
Updated Scientist prefabs with proper stat definitions that got lost earlier in the week.
Adjusting the cover point system to support being part of a dynamic, moving entity.
Adjusting the A* pathfinding system to use dynamic positions that can follow a moving parent.
[D11][Jenkins] More Fixes
[D11] [UI] Recycler loot panel
[D11] More complicated build steps
[D11][UI] More UI loot panels. Fix for opening an unchanged panel
[D11] [UI] Main Menu overhauled to more closely match design doc. Button behaviour extended to allow locked buttons
[D11] Support for building server asset bundle on a Mac for OSX64.
[D11] Add share param file path on PS4
[D11] Start adding some platform publishing assets
Corrected projectile directions for NPCs when on the Cargo Ship.
More improvements to AI orientation when on the Cargo Ship.
More work on solving orientation for AI on the Cargo Ship.