126,694 Commits over 4,109 Days - 1.28cph!
[D11] Remove uses of animator.enabled
ItemModConsume now takes pending health into account when checking < health requirement.
Call CleanupBonus in DestroyShared for OreResourceEntity, so that the hotspot visual gets cleaned up properly when ent killed.
Placeholder-ish icons for vehicle module items
Weapon attachment type icons.
Scene.
Merge from Main->Vehicles
Testing mip streaming budgets
Fixed reflection probe issues affecting core/skin, core/hair and core/generic shaders after latest optimization
Added more textures to streaming pool /Rust.Ai and /Unimplemented
Added viable content/props+workshop and prefab/clothes textures to streaming pool
Add support for notifications directly to players (and teams)
Enabled deferred reflections to trade off a bit of GPU for CPU perf (skips SamplePerObjectReflectionProbes) (testing)
Disabled reflection probes on transparent renderers not using them (skips SamplePerObjectReflectionProbes)
Modified pole wire renderer and shader to skip refl and spec
Disabled tex streaming on generic building texturea
disabled branchAmount debug logging
Fix for IL2CPP hang on exit
Set the on flag when the potentiometer is allowing electricity to pass through
Don't allow 0 resistance potentiometer
Use the generic IOEntity fields for potentiometer save/load instead
transport heli work and polish
protocol++
Overengineered vitals WIP
Subtracting
38426,
38430,
38442 (All optimisation merges until we get a proper baseline)
Improvements to non instanced material tool.
Send an immediate update to clients whenever the team changes
[D11][UI] Removed elements of stats page
Send benchmark result as regular form data (!)
[D11] [UI] Removed comments.
[D11] [UI] Condition Degradation now displayed correctly on item icon slots.
[D11] Server Reporting function
Fixed BenchmarkInfo text update rate
[D11] Add Rustworks request to retrieve server ban list
Wait for benchmark result upload before exiting