13,656 Commits over 2,741 Days - 0.21cph!
Fixed item def emoji's not working, adjusted sprite scale
Close the emoji gallery after selecting one (unless you hold shift then you can spam them)
Fix being able to use hidden item icons as emoji
Can hover over emoji in the gallery to see their text
Fix not being able to use two emojis with no space between them
First pass on an openable gallery of available emoji in chat box
Pooling support, move data to a scriptable asset
Add support for animated emoji
Initial commit
Content
IEmojiSource implementation
Ignore idea folder
Remove examples
Add package from Rust
Much better text substitution
Better testing setup
Can now use emoji in strings with rich text tags
Add scaling support
Cleanup children neater
Fixed emoji breaking if more than two were in a message
Added animation support, supports multiple frames as well as just rotations
Fixed emoji's not rendering if more than two were in a message
Exposed all of the spray can decals as emoji's
Fixed emoji deleting player avatar
Fixed emoji not working in strings with rich text
Emoji can now be used for every item eg :wood: :scrap:
First implentation, still pretty broken
Cherry picking some changes from the current version of TMPro I'll need
Potential HLOD changes to prevent monument geometry not rendering immediately after connecting to a game
Remapped drumkit MIDI to more closely match standard MIDI conventions
D# on the drumkit is now bound to a high tom (was bound to snare which is already covered by G#)
Added a cowbell to the drumkit (mapped to octave up+D)
Made a MIDI mapping panel on the NoteBindings asset to more efficiently diagnose and modify MIDI mappings
Added option to disable the use closest midi behaviour per instrument
Added option to add additional MIDI codes to a note
Add an option to test MIDI inputs from the MidiJack editor window
Merge pr #40 for community UI
Added ability to destroy ui within AddUI rpc
Merge pull request #40 from TactiTac0z/master
Added ability to destroy ui within AddUI rpc
Merge pr #43 for community UI
Merge changes from Rust repo (texture caching and demo fixes)
Prevents Mipmap stuff from affecting image quality
this has been the primary reason why loading images from the web gets no usage,
this fix makes images load the same as if they came from the server, creating a better development experience
Merge pull request #43 from Kulltero/FixWebImageQuality
Prevents Mipmap from destroying image quality
Space out slot machine payout widgets so they fit the display spce better
Added debug.showAimHelper to help diagnose misaligned viewmodel ADS
Can modify line width with debug.viewmodelAimHelpWidth
Fixed not being able to toggle camera info while a shot is playing
Added a quick display to the conveyor screen to show items being moved
Made a temporary progress display on the crafter to show crafting progress in world space
Crafting time left is now sent to all clients in range (for visual display on model)
Slot machine payout UI now use Sprites/Multiply shader, removes need for instanced shader setup with time of day adjustments
Fixed not being able to add TimelineConvarController to demo tracks (another merge issue)
Storage adaptor greybox setup
Fix Add Parent GameObject editor tool not working on parented objects
Properly fixed RecordFrameTime errors in editor
Fixed scientists leaving behind a backpack even if they were fully looted
Remove graphics.HlodShadow and graphics.HlodDebug convars
Fixed debug.PrintDebugWorldInfo/debug.CopyDebugWorldInfo not working
Remove the replicated variables used in debug.showworldinfoinperformancereadout as they're not needed
Disabled light attachment indicator on belt bar, had too many edge cases and we're getting too close to the update. Will try and get it sorted for next month.
Reapply TimelineConvarController
Don't use a time of day adjusted payout sprite on the caboose slot machines
Reverted flashlight icon change from Friday, fixed icon being left on when attachment is removed