111,302 Commits over 3,928 Days - 1.18cph!
[D11] [UI] fix for old HUD null reference error
Updated Facepunch.System memory pool to latest version
Cleaned up plugins folder
A bit more work on Scientist AI.
Standalone build now allows for local server/client connection (currently uses CraggyIsland and can be accessed pressing the steam workshop button on main menu) For this to work it uses a special unstripped assetbundle.
Currently has no cleanup code and only tested on windows/editor.
Added "AssetBundle/for client+server" script that should build out the asset bundle without any client/server stripping
Added "Build/Client/ win64 with local server" Should build out exe with local server enabled
Added "Switch/Allow Local Server" for adding the correct defines to enable local servers (ALLOW_LOCAL_SERVER)
Added use EDITOR_ASSET_BUNDLE to allow the editor to use assetbundles (added mainly to test that prefabs weren't getting stripped)
Swamp tree atlases
Modified swamp trees to render as a single drawcall per tree
[D11] Implemented SendBroadcast in LiteNetLib
Scientist work without Navmesh/movement (turret-like).
Slightly faster tree mesh sort
bigwheel no longer shares workbench phrases
Phrases rebuild
LootPanels Scene2Prefab
Hide Signs convar, option
Tweaked LOD cell distance mode switching
Force rebuild of tree mesh count when doing full LOD refresh (i.e. when changing convars)
Yet another merge from main
Vertex painted deck, hull and mast
Scene2Prefab Military Tunnels
Improved reload awareness for Scientists (don't rush when reloading).
Duck when reloading behind partial cover.
Misc other little tweaks and improvements to Scientist AI.
Tweaks to range restrictions on spawn points at Military Tunnels.
Lowered max loot spawns at site B
[D11] Much cleaner stat tracking in LiteNetLib
Fixed vending machine loot panel pooling errors
Fixed workbench panel not refreshing when taken from pool
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[D11] Add some scripts to reimport all audio clips with settings as suggested by Unity, and a general framework to re-trigger the import of any sort of asset class
fixed passing loot through floor using BBQ exploit
Optimized LOD refresh by using cell distance instead of object distance when far away
Optimized tree.meshes by only doing the full refresh when needed and removing redundant work
Removed duplicate tree imposter update in LOD refresh
Fixed enforced tree mesh count not resetting when changing tree.meshes back to 0
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[D11] [UI] fixed a misplaced float causing an error in a server build
Disabled "MoveToContainer failed!" message
Fixed serialization fuckup in MotorRowboat that could cause an NRE when switching CLIENT / SERVER in the editor
Added tree.meshes convar (limits the number of tree meshes to render, disabled by default pending testing in standalone)
Disabled occlusion culling on macOS until fixed
Cargo ship anchor conveyor / unique textures / LODs / prefab setup
[D11] Windows console server builds with IL2CPP backend on define, and no longer packages Steam DLLs with the build. Fixed Steam DLL name-mangling in Windows dev server build.
Improved fastimpostors handling of fallbacks and edit-mode + small cleanup
[D11] Handle the kick in litenetlib
Disabled fastimpostors on macOS until fixed
[D11] [UI] wip changes to the notification areas aesthetics
Fixed spinnerwheel quaternion related errors
[D11] Add BytesSentPerSecond and BytesReceivedPerSecond to litenetlib and hook them up
WIP on getting Scientists ready for Cargo Ship.
Slot machine , fbx and prefab set up, + arm animation.
Proper fix for fastimpostor NRE
Scene2Prefab Military Tunnels
Tweaked movement restriction logic for Scientists.
Tweaked cover points at MT.
Tweaked spawn points at MT.
[D11] Patch in the GetAddress