125,754 Commits over 4,109 Days - 1.28cph!
Added per-layer metallic property to terrain shader
Integrated metallic to terrain fetch
Updated terrain sampler SF and related shaders
[D11] merge in newer non-st trees (introduces ASE dependency but will add that next)
Put export panel back together
Changed terrain atlas/array generator to accept packed metal_height_ao_gloss maps instead of separate spec and height maps
Generated new terrrain texture layer arrays
Updated terrain sampler SF to match atlas changes
Updated terrain shader; cleaned up deprecated material properties
Deleted another deprecated shader
[D11] [Audio] Ambience optimisations... WIP Checking in as I need to merge in latest from main branch.
Disabled mesh compression on all remaining models
Changed player settings vertex compression mask to include everything
Disabled mesh compression and read/write on all excavator-related models
[D11][UI] Disabled/removed unneeded layout elements in the crafting screen [#2479] fixed crash dragging item
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