134,166 Commits over 4,444 Days - 1.26cph!
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
[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.
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
Restored ProceduralComponent.Mode as it is used by custom maps
[D11] Remove military tunnel
[D11] Changes to the background in Options to match PC ver.
Better lightgroups.
Cleanup of old crap.
[D11] Win64 client demo playback
[D11][UI] Cosmetic changes to belt bar icons
[D11] Updated Frontend/Options Menu with video player & other cosmetic changes
[D11] Fixed int to uint error.
Force whatsnew.mp4 background video if launched this version less than 3 times
Fixed incorrect itemid on cowbell
Trying out some new types of playable instrument
Includes: Cowbell, Tenor Drums, Trombone and Violin
Fixed concrete_e_sewers material looking black under low shader level
LightExProcessor - fixed GC allocs rebuilding job data, don't realloc results array unless growing
Fixed mud_a_sewers material looking black under low shader level (powerplant)
Fixed checksum mismatch when using server level transfer
Added server.leveltransfer convar
Added maxpacketspersecond_world convar
Renamed maxrpcspersecond to maxpacketspersecond_rpc
Renamed maxcommandspersecond to maxpacketspersecond_command
Remaned maxtickspersecond to maxpacketspersecond_tick
Renamed maxcommandpacketsize to maxpacketsize_command
s2p powerplant monument: fix for broken coal material on train carts