194,188 Commits over 4,079 Days - 1.98cph!
[D11] [UI] WIP GameTip optimisations to lower layout and render spikes when animating on/off. WIP Merging of tutorial and base game update in GameTip. Moved various icon assets into shared sprite packing tag. Various changes to VitalInfo and Pinned Recipe to improve layout build times. Optimisations to various HUD elements to prevent larger spikes when updating other elements.
setup all the new prefabs etc.
[D11][UI] Disabled Crafting menu loadout panel on inital load
Fixed stack overflow in RustVerticalLayout
[D11][UI] Disabled elements of inventory that don't need to always be active
increased server browser timeout limit to 90 seconds
fixed bottom button behavior in the squad editor
[D11]Optimised the grass material, removed the normal / roughness / tint material
fixed gradient bug when the rect as a 0 area surface
Fix serialization changes preventing server boot
Indent, RustVerticalLayout
Cherry picked
37505 from hdrp/world_art_revamp
Moved ASE into a local package (testing)
fixed timer bar fading in white during the intro
fixed objectibe panel display in non career match
tweaked intro timing
Remove unused second SingletonComponent
fixed time parameter error in daily challenge score panel
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Fixed Ceiling Turret's shooting sounds and Muzzle Flash
trainyard OOB fix
Scene2Prefab
merge from excavator_fixes
Merge mission branch -> Working
Disable 'AlwaysAnimate' check in standalone builds because it slows down loading times and should have been done at build time anyway
Increase mission rep boost
remove an unnecessary shader var set
Fix for slow array copy in OcclusionCulling.BufferSet.GetResults
[D11] Don't compress map if there is nothing to compress
fixed missing material on igniter projectile
fixed award panel trying to start on exit
added graphic raycaster to replay control
[D11][UI] Fix for textmeshpro decimals
Fix missing client/server define
All missions applied to gang payphones
[D11]Item icon now uses set text. Skip Set canvasgroup alpha on branding text
Fixed ToBaseEntity not falling back to GetComponent if called on a child object of an entity instead of the root object
Allow gang rep requirements to be done via payphone as well more mission reuse
Automatically add gang rep on gang payphone missions, so I don't have to manually add it to missions, and missions can be reused by different gangs
Force triggers do not apply to corpses (fucks them up)
Fixed camera controls not getting initialized
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