194,186 Commits over 4,079 Days - 1.98cph!
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)
fixed VS panel position with different screen resolution
tweak hover on career league button
[D11] [UI] PerformanceUI SetText instead of direct .text setter.
Disable wip quick-hover range finding
Removed Ocean topology from excavator
fixed ME tool panel not closing on exit
removed old unused scroll view layout script on all the scrollview
healing preview is now pink and doesn't wrongly show it on the healer itself
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
Adjust bonus item grants in debugging
Missed one script in previous commit
Gang reputation mission prerequisite now working, plus PCNonPlayerGangs edit.
Network++. Reducing the number of settings needed in game modes to turn on/off menu buttons etc. More automation.
fixed CE material option display on avatar faces
fixed CE tooltip on exit button
Fixed train wagon b missing mats
Fixed minecart missing mats
Centralised UI styles system
Scene backup.
Some prefab & mat fixes.
fix what's new arrow buttons, tweak career save slot
Fixed water volume popping out of terrain with the new blend map
Ui optim+ raycaster target pass on all the game