193,712 Commits over 4,079 Days - 1.98cph!
[D11] [Optimisations] Fix flag typo
[D11] [Optimisations] new delayedgroudestroy and delayedfoliageupdate flags
[D11] [Optimisations] new delayedgroudestroy and delayedfoliageupdate flags
[D11] Update PlayerInspectStatPanel to use Rustworks stats
[D11][UI] Cosmetic changes to Inventory screen and topbar carousel
[D11][OPTIMIZATION] APC tread spherecasts multithreaded. Enabled/disabled via. D11_OPTIMIZE_APC. I've put a lodding distance check in too. Lets see what QA say.
[D11] [UI] Removed temp fix for sprite distortion when setting source image at runtime. Adjusted loading prefab to be contained in a canvas. Adjusted sprite sheet settings for loading animation.
[D11] Updated Loading Screen
[D11][CLIMATE] Removed ad-hoc threading for the climate update. I've jobified it.
Moved large external gates open sound event slightly further into the animation, start events were early exiting because they were in a transition
Fixes issue
10075
Fix item icon remaining on screen after dragging from an external inventory
Fix for issue:
10078
Mission tasks now all have custom task complete messages. Network++.
Hold note instruments now work properly with primary and secondary fires
Increase alert dialog background opacity
Added basic gang rep info to payphone UI
Excavator sound additions/tweaks
Excavator music
Added support for assigning an array of notes to an instrument rather than one note pitch shifted
Don't check inventory space if giveTheItem is false.
Tweaked the shapes of coastal_cliff_d and coastal_cliff_e
Interiors for the apartment building
Allow writing of .json files to data/ folder using file.Write
Added interiors, rooms and units to a load of the buildings + decor.
Reenable cursor worldclicker fix for now because i can't make it break DNumberScratch which is why it was disabled
Updated TTT FGD
Fixed saving a dupe not automatically updating the local dupe list
[D11] Fix for a background overlay hiding the FE video when returning from in-game
Added NEXTBOT:OnTraceAttack( dmginfo, dir, trace )
base_nextbot automatically calls GM:ScaleNPCDamage
Sorted out doors somewhat.
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[D11] [UI] WIP FastScrollBox refactor for WrapScroll.cs. Adjusted pulse text script to not trigger a constant layout rebuild when it's animating (we only used it for alpha so switched to canvas group alpha tweening to prevent layout dirtying). Adjusted loading spritesheet texture size.
[D11][OPTIMIZE] Player LateCycle optimization. MT the work and resolve at end. I put an iteration of 50 on the loop and it went from 1.42ms -> 0.4ms with a negligible resolve.
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UnityEngine.Experimental.Rendering.HDPipeline becomes UnityEngine.Rendering.HighDefinition
RustSky compile fixes (they moved ProceduralSky to samples)