129,464 Commits over 4,140 Days - 1.30cph!
[D11] Increase read-timeout from 30 secs to 1 min
[D11] [UI] Fixed text wrapping on server name in loading screen.
[D11][UI] Placeholder update screen and removed unneeded code in networkserviceport
[D11] fix for SLODs being pink in hdrp. Added a shadergraph shader which is uses the LitMaster plus an extra node which applies the dithered alpha clip. It's a bit of cheat because you can't have custom function nodes which don't connect to something, so I'm just passing the model's alpha through my function, and doing the dither clip as a "side effect" of the function, but I don't see why it won't be robust. Tweaked the other inputs to LitMaster to try to make the slod models look similar to before, this could do with more artist tweaking, and generally the (cross)fade could be more polished.
+ a water compile fix that I missed from a commit yesterday
+ a foliageASE instancing fix I missed too
Tiny perf convar tweak (4=ping, 5=everything)
very wip quick craft item pinning.
[D11] Resubmitting Launch Site & Bandit Town updates as SceneToPrefab -> Update All doesn't seem to have processed them correctly
[D11][UI] Added placeholder button for update page
[D11] [UI] Fixed loading spinning in Workbenches being white box instead of actual icon.
[D11] Fix to SceneToPrefab and World.Spawn for handling negative scaling - Re-exported everything with SceneToPrefab
FuelGenerator.FuelConsumption is now also started when loaded from save
Quick craft miss-click prevention: added a small 0.75 second buffer when the quick craft list refreshes. If you click a different item to the previously clicked item within this time period, it gets ignored.
[D11][OPTIMIZATION] Netowork fixes/opts. Not sure why the array problem reared its head all of a sudden.
[D11] [UI] Leaderboards Online Check WIP.
[D11][UI] Fixed virtual item icons displaying wrong amount in Create server menu
Middle-click a quick craft icon to add x5 to crafting queue
Fixed fuel generator not updating current energy after spawn / load
[D11] Removed experimental HeapDump stuff.
Right click a quick craft icon to remove it from the crafting queue.
AutoTurret is no longer pooled on the client since it's now an IO entity (which currently do not support pooling)
created piano gibs and added to piano prefab
Fixed exploit to turn auto turrets on without electricity
[D11] [UI] Fixed missing container reference in Look At Health component.
[D11][OPTMISATION] Network optimisation. Mainly GC/memory.
rotated piano 180 to fix mount and dismount positions
Reworked RMB click detection for point of interest markers
Can click on sleeping bag to respawn
Good enough driving physics for now
- Various general work on getting vehicles of all sorts to drive nicely.
- Don't show health on chassis/modules.
- Added several test vehicle to my test map.
Add world position of sleeping bag to respawn info
Add lock time to sleeping bag icon
Abstract the map into two classes: MapInterface and MapView
MapView handles displaying map, updating markers, etc
MapInterface handles input logic like adding markers
Need to do this in order to use map on other UI panels
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Replace previous death marker when dying
Move vehicle settings into a shared ScriptableObject
Switched to left mouse to drag, right mouse to reset to default rotation.
Reset to default rotation whenever you open the inventory.
Moved piano mount pos and dismount positions to fix not being able to interact
Can now right click and drag to spin your inventory screen player model.
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Fuel Generator description tweak
Autoturret description update reflecting it now requires power.
New foliage shader test
Diffusion profile test
[D11] [UI] More WIP consistency fixes on health bars in HUD to match Steam version.
[D11] [UI] HUD Health Bars consistency change to match styles on Steam version.