12,023 Commits over 2,527 Days - 0.20cph!
Open/Close text, animations and some formatting
Show player/animal/scientist kills
Fixed resources root being disabled all the time
Added some debug data
Added sprite fields to Infographic stats and hooked up sprites for most current stats
link.xml for Midi library
Fixed incorrect accuracy calculation
Expose more resource collection
Expose more animal kills
Fix UI being left open
Merge from friend_grouping
Change some strings to const fields
Fixed Musical Maestro achievement counting static instruments at compound as unique instruments (will take effect after a wipe)
Added a fallback in case these extra instruments had already been tracked
Fixed an NRE in IOEntityEditor due to an uninitialized array
Go back to old activePlayerList behaviour with ListHashSet
Add support for steam friends list grouping when in a team. Enabled by default, can be disabled with the global.richPresence convar
Potentially fixed nested prefabs becoming corrupted after playing in editor
Stops PrefabPreProcess running ProcessNestedPrefabs in editor if we're not bundling, since running that removes components from the asset on disk and not on the copy of the prefab.
Merge from instruments (typo fix)
Fix typo in xylobone name (will need phrase rebuild)
Merge support for natively playing .mid files
Rename sustainPedal convar to processSustainPedal and default to On
Expose sustain pedal option in Experimental settings
Rename midiInput convar to processMidiInput
processMidiInput now defaults to on
Moved MIDI Input toggle from Experimental section to Controls section in options
Merge from misc_optimisations
Remove MidiStateUpdater (no longer needed)
Remove a debug draw line that was accidentally left in TreeEntity
Midi driver no longer creates a gameobject, instead the active instrument calls update on the driver while it's in use
This eliminates midi overhead while an instrument isn't being used
Disable ScrollRectEx on MapView when not in use
Gate eye controller logic by distance and don't run eye controller on local player in first person
Removed a useless Mathf.Max with one parameter that was allocating every frame
Only setup monument markers once, not every time the map is opened (fixes monument text flickering out for a frame when opening the map)
Made ResourceRef PropertyDrawer not load assets every GUI repaint (fixes laggy inspectors in MonumentIsland scene)
IsValid check before getting GameObjectRef in LifeInforgraphic
Show grid on death screen map
Better item definition lookup for weapon name on game over screen
Merge logic from remove point of interest methods into a new method that takes a list as a reference
Add left and right hand prop rotation offsets for instruments