127,360 Commits over 4,109 Days - 1.29cph!
Add a CPU based map renderer for the server
Add a command to get the map image as a JPG
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Moved flag variable declaration out of #if SERVER
Fixed longstanding bug where the first consumable item you click will show default values.
Quick craft UI icon list optimisation
Change sun color temperature over the day (Scene Setup -> Light -> Sun -> Sun Color Curve)
Favourited item appearance tweak
Recategorized electrical items.
Added Electrical to ItemCategory. (No item changes in this commit).
Added Electrical category to crafting UI.
Reduced crafting category button height by 6 pixels so all categories will fit if visible.
Added BlueprintCategoryButton.AlwaysShow and .ShowItemCount.
Fixed concrete_debris mesh read/write error
Helicopter update optimisation. Send a flag if it's sleeping and bail.
Redo the notification setup menu so it doesn't suck as much
Removed some scene setup overrides on craggy
New ground plants progress
Moved favourite button out of the Footer group so that it doesn't get set to not interactable when viewing a locked item.
Removed an unnecessary double parent set per blueprint icon
Split the controller entity into switch and alarm entities
Changing alerts to just use steamid (doesn't work yet though)
Remove the subscription commands
BlueprintButton / UIBlueprints optim
Got rid of 2 GetComponent calls every time the inventory is opened or closed.
Set up skeleton stuff on Wolf to test with
[D11] Add Rustworks ban and unban requests
[D11] [UI] Increased font size to help readability for input prompt icons.
[D11] [UI] Increased size of crosshair interaction icons slightly to help readability.
Updated Facepunch.Skeleton
[D11] [UI] Increased size and adjusted controller icons slightly to help improve readability.
[D11] [UI] WIP Controller Icons loaded in wrong platform fix attempt.
[D11] merge from d11 main again to get prefab fixes
[D11] Scene2prefab update all
[D11] merge from d11 main again to get prefab fixes
[D11] Merged from 2019.2 branch
Fixes to improve bandit_town prefab decomposition
[D11] [UI] Fixed server define in SetControllerIcon.cs.
All Basenetworkables now cache broadcast components on spawn or when children change. Needs a lot of testing...
[D11] [UI] Editor tool updates for updating controller icons.
[D11] forgot to checkin these upgraded slod materials
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[D11] More experimental delayed entity changes... BaseEntity.Find now creates missing entities that are needed from the delayed list... still missing something though... not quite sure what as getting into game is a bit wonky still.