200,001 Commits over 4,140 Days - 2.01cph!
[d11]Optimise PlayerWalkMovement.HandleDucking
Async sphere cast.
[D11] [Audio] Temp hack that allows me to checkin current voice code to main branch
Added TriggerForce (not working, just a stub)
Barren prefab mountains no longer spawn in the desert (now behave identical to prefab mountains on normal maps)
Barren now has harbors, oil rigs and water wells
wheel kill and better lerping
Take server identity into account when determining the default seed (easier to run multiple instances on the same hardware without getting identical maps)
Removed large monuments and prefab mountains on smaller maps
func_breakable_surf break sounds are no longer played at the 0, 0, 0 position
func_breakable_surf and other entity impact sounds are no longer played at 0,0,0 position
[D11] Ensure the Controls UI display selects the correct control method when opening
[D11] oops - checked in by mistake
[D11] WIP teleport with rotation
Update 'branding' script less frequently
Added LightLOD to shadow casting lights in monuments (Airfield, Launch Site, Military Base, Compound)
[D11][UI] Wip white list player option
VideoOut audio support
video.record test command - saves game to mp4 (not really fast enough for live gameplay capture)
small optimisation to OBB.ToBounds
[D11] [UI] Quick fix for VitalInfo.cs causing periodic layout rebuilds. Will implement a more thorough fix shortly (removal of runtime formatting for strings). Fixed some minor item icon property inconsistencies and added all item icons to sprite atlas via packing tag.
[D11] [Audio] Checking in before switching to optimisation tasks
slightly reduced the overhead of the performance UI
New gang code complete. NPC gangs are now added based on existing Gang HQ buildings on any given map, like in Gang Warfare mode. So there's no potential issue with a predetermined list not matching what's actually available.
[D11] Correction for the Controls B/Building display
[D11] [UI] Added child canvas components to pie menus to help reduce layout rebuild time.
Added arid biome checks to giant excavator
[D11] Set Options/Settings to open on the previously opened page, rather than always open at the initial one.
Fixed RF broadcaster clipping through walls
Simplified the PlayerGang dictionaries to lists, as nothing was using the dictionary part anyway.
Allow items to be deployed under water barrel
more UI optim, disabled UI raycaster on a lot of stuff, more canvas split etc
Merge fixes Main->Mission branch
Fixed two mission bugs that broke missions after your character died
Payphone on my test map + removing a log
OnClientTaskComplete "next task" skips ones that are set to not show. Also refactored the show/not show var.
start/stop work, belt work
Optimized native path for WaterSystem.GetHeight; now over 5x faster
Optimized native path for WaterSystem.GetHeight array; now over 10x faster
Added managed fallbacks
Updated x86_64/RustNative.dll
more ui optim, replacing animation on outcome panel