121,588 Commits over 4,048 Days - 1.25cph!
reduced building block size
Only skip NPCPlayer in TriggerParent, not HTNPlayer (cargo ship)
[D11] [UI] PerformanceUI SetText instead of direct .text setter.
Removed Ocean topology from excavator
Renamed array water get height
More optimizations for single water get height
Added water height test/profile preprocessor path; disabled by default
Updated RustNative x64 windows binary; recompiled w/ same compiler settings as build server
RustWrapper
Buttons can auto-resize to text
[D11] TOD_Sky.Instance.IsNight => Rust.WorldTime.IsNight
[D11] [UI] Optimisation test debug for performance prefab and HUD improvements.
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ColorEx/VectorEx additions
Fix for server NGSS_Directional error
[d11] compiler fixes and async raycasts disabled until I have a chance to look at it with the new unity
Excavator now harvests metal ore and not metal fragments
Fixed train wagon b missing mats
Fixed minecart missing mats
Centralised UI styles system
Scene backup.
Some prefab & mat fixes.
Fixed water volume popping out of terrain with the new blend map
merge from giant_excavator_monument/excavator_fixes
[D11] another partial asset sync, this time updating hemp models, removing more legacy materials which are not upgradable.
Added terrain blend map to the bandit camp
Tweaked bandit camp height map
Lowered bandit camp terrain to prevent it from spawning on hills
added metal fragment mining option
balanced resources
output pile has 36 slots
output pile overflow no longer outputs at 0 0 0
Fixed BaseSceneSettings not having any tonemapping & a few other settings.
Cherry picking
37327 (TriggerForce)
[D11] [UI] Fixed certain vitals not showing text values. Added profiler samples to LookatTooltip for debugging.
[D11] Disabled a bunch of unused UI elements, and made SleepingScreen non-reliant on UIInGame (which is now disabled). Also cached a few GetComponent calls in BaseCarousel.
[D11][UI] Disable Background blur and vignette when not in use
Added Climate.GetRainAndSnow to avoid 2 reads from the biome texture (tiny optimisation)
Removed "noise" from monument radius / fade since it no longer provides an advantage but makes everything slower
Excavator terrain blending and splat fixes
Fixed radius / fade monument parameters potentially cutting off the terrain blend map