120,894 Commits over 4,018 Days - 1.25cph!
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
[D11] Server telemetry logging improvements.
[D11] DTLS plugin reduced back to just the handshake operation.
Lighting prefab backup.
More proplight prefabs.
Clear Log.EAC.txt on server start
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