124,767 Commits over 4,079 Days - 1.27cph!
[D11] [UI] Revert rename change. Changed hint box to use sprite sheet animation while investigating performance impact.
Excavator engine exhaust particle effect position fix
[D11] More specific naming for TMP sprite sheet resources.
Fixed speeds applied by excavator belts being slower than the belt, particularly on the excavator arm
Fixed warnings in shaders using terrain fetch
[D11] Remove border graphic around tutorial instructions, and re-enable the tutorial pause/options menu
[D11] [UI] PopupSystem now prefixes controller input with specified enum value without needing to search through the string to replace arbitrary tags with it (we already knew which button we wanted, no point searching for a matching tag at that point). Fixed various translations for popups. Removed duplicate translations that were no longer needed.
[D11] Fix #2542 Changing tab in the join a game section causes red error message
Fixed jumpy movement on excavator belts that are not perfectly horizontal due to loss of gravity from the applied trigger force
Ship bridgehouse & bridge interior.
[D11] [Optimisations] fix flag typo
[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
Hold note instruments now work properly with primary and secondary fires
Excavator sound additions/tweaks
Excavator music
Added support for assigning an array of notes to an instrument rather than one note pitch shifted
Tweaked the shapes of coastal_cliff_d and coastal_cliff_e
[D11] Fix for a background overlay hiding the FE video when returning from in-game
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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)
Delete now unused material editor tools
Recompiled GA with newer Unity Dlls
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