126,704 Commits over 4,109 Days - 1.28cph!
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
[d11][D11_OPTIMIZE_PLAYERMOVEMENT] disabled. Matt flagged a problem and I got caught mid-update
[D11][UI] Fix for bottom bar transition
[d11][optimisations] Player(s) footsteps using async raycasts. Switchable via the define #define D11_OPTIMIZE_FOOTSTEP_RAYCASTS
[D11][UI] Improvements to the Bottom Info bar and the removal of unneeded menus in game
Small optimisation to Climate.GetRain
Optimised WeatherEffect.LateUpdate
[D11] Teleport to position with rotation
[D11] accidentally checked in server's project settings.
Moved filesystem shit to Rust.Filesystem
Moved localization shit to Rust.Localization
[D11] remove speedtree trees. This fixes a lot of hdrp related errors, but leaves a lack of variety,but I'll try to bring over some newer trees in the next commit. Note that only a private server can be used from this CL onwards until servers from this branch are spun up, due to the prefab removals. Also fixed the needed support for the total day count, as it is used in one of our achievements.
[D11][UI] Cosmetic UI tweaks
[D11] [UI] Optimisations to look at tooltip code running every frame (down from 0.25ms to 0.04ms (when not looking at an object) or 0.08ms (when looking at an object).
Updated skinnable reference to new roadsign vest
Deleted old roadsign armour meshes
[D11] [Audio] Disables voice debug class on server side
[D11] [Audio] Disables voice debug class on server side
Cull distance consistencies.
Fixed obsolete scripts still being on some proplights.
Scene backup.
New longneck siren proplight prefabs.
Ship progress.
Slight SSR on ship_interior_floor
diesel spawns at junkyard, oil rig, sphere tank
can purchase diesel fuel for a tonne of low grade
Scene backup.
Mercury vapor bulb variants of the ceiling lights.
excavator frequency broadcast
rock sounds
alarm lights
further AI setup
effect/trigger toggle
belt setup/toggle
Framerate/Bitrate sliders
Fixed potential water system issues when ocean body not in scene