121,324 Commits over 4,018 Days - 1.26cph!
Fixed missing Profiler.EndSample in coverage queries
Changed default sunlight colour temperature to 5500k in the Scene Setup
Changed tonemapping back to Neutral since Custom was messing up the mid-tones and highlights
Changed shader detail UV channel property to match standard; fix for streaming uv detection calc
Updated all affected materials and shaders
Adding a little test setup to stress test guns
Added "Import" context menu to TerrainTopologyMap (imports topology map from individual mask textures)
Keyframe dragging, editing
Compound progress.
Neutral diffusion profile for generic translucency. (ie fabrics)
Awning variants fixed.
Light prefab fixes.
Added all textures in weapon and weapon mods to streaming pool (testing)
Enabled texture streaming; added controllers to main and player preview cameras
Basic streaming budget management (testing)
Added streaming toggle console var
Timeline, keyframe markers
[D11]GC] More per-frame/semi-per-frame GC allocs removed
[D11] Put online/rustworks check before user permissions check when attempting to access online portions of the Frontend
[D11] Extend the Jump Start animation before transitioning into MidAir
[D11] [UI] Research table icon no longer turns white when researching. Removed some material references and enabled preserve aspect on loading icon sprite.
[D11][DTLS] Fix for first r.o. packet lost never being resent.
The remaining easy SetPositionAndRotation optimizations.
Compound WIP.
Buncha mat fixes.
Wiped some unused blank maskmaps.
Moving transform position and rotation updates to use SetPositionAndRotation...
Fixed package dependencies (only issue so far)
Updated some metas + project version
[D11] SoundDef cache & short names for foliage console vars
Do development / debug build with il2cpp debug configuration (much faster build time)
[D11] [UI] Look at tooltips now only appear when looking at objects that can be considered "doors". Allows placing of objects while still allowing movement around a base.
[D11] [Audio] cache sounddef types to gameobject pool
Timeline scrubbing restored
[D11][DTLS] Improved reliable-order resend spamming causing excess outgoing server traffic during connections. Handle sequence number ushort wrapping better. Improvement to rate of handling incoming messages.
[D11] [UI] Prevent look at tooltips from appearing while holding a planner entity.
[D11] Undoing one my 'fixes', which has broken more stuff than it fixed
[D11] [UI] Fixed backend text on leave game and server filter popups.
▍▊█ ▍▍▌▌▆▍▌ ▆▅▍▍▊█▌▆▍ █▅▉▌▌ "▄▅▋▄▆▍" █▇▌ ███ ▇▄▊▄▇▅
Eliminated world transfer data copies
[D11] Remove redundant button tokens from Server Info popup
[D11] Fix for error when attempting to select a server whilst changing tabs or refreshing page
[D11] [UI] Added fire and lightning icons for item icon corner images.
Rework keys input again
Add dedicated keybinds for sharps (but leaving them unbound by default)
Add/hook up sharp notes for guitar
[D11][GC] Put light lod allocations back in, there is a problem.
Line points are now stored as Vector4's, store line slack amount in w value
Slack is now calculated per line point
Increased line detail/tesselation
Added some line slack to the airfield lines
Added gizmo handles to adjust line slack
Added modular vehicle model mockups to my little test map, plus terrain edit
Cargoship prefab variants. (Interior culling script pending)
Various material fixes.
World serialization uses IL2CPP-compatible format
World transfer uses same data format as world serialization