250,302 Commits over 3,959 Days - 2.63cph!
Update documentation in readme
Actually consistent padding now
Add disabled swatch so we can differentiate between grey and disabled buttons (as soon as Lewis sets the colors)
Don't allow adding or editing a device with an empty name
Use TouchableOpacity for Android too
Consistent padding on modals
Fix some new page styling
Fixed sprinklers not applying saturation if they were on while a server restarted
Fix hub crash on Android because the "left" prop is reserved or something
Allow selecting the server website text if anyone prefers to do that instead of opening it
Add padding to the modal container so it doesn't touch the top/bottom edges on smaller screens (unless it needs to scroll)
Fixcars command now correctly replaces engine internals on a real server. Had a lingering #if UNITY_EDITOR flag
Fixed foliage lighting in forward mode
Fixed rock shading in forward mode
[D11] Fixing the compilation error in server builds.
Optimized NVG effect (now single pass)
[D11] Procedural water prototype II - two meshes via a mesh render.
fixed NVG working through CCTV Cameras
fixed NVG on sound playing when changing clothing
new scope/goggle overlays
Fixed some procedural textures allocating a material slot every time they are reloaded, for example spawnmenu icons and spawnmenu_reload/map reload and Material() calls with backslashes
Stop objects popping in when you wake up due to occlusion (probably won't fix all the streaming issues)
Hide mat_texture_limit convar
Added current material count to mat_texture_list when expanded
Right/Middle mouse clicking a server will copy its IP / SteamID
user style, news post on hub and change news to overlay
Modal Buttons, Add Page icons
more icons across dialogs
Modal styling, swatch change
booltil's base64 also catches stlencoders::invalid_length
booltil's base64 also catches stlencoders::invalid_length
Fix for missing translucent materials on instanced objects
recipe caching, lookup/search optimisation.
Modal Header image size on landscape
[D11] + Fix to LOD3 vertex material on BBQ
Standardised all building walls and floors thickness through a shared set of colliders on the 'usable' layer. Tier specific colliders are set to shootable, etc.
This should solve objects destroying on walls on upgrade and others
strip unused views
Fix spacing on Hub
add logic for users stacked
BackgroundImage full height
Column and Columns responsive queries
lockphone orientation
Merge branch 'master' of rust_companion_react
Fix another error when deleting servers
Fill in the default device name instead of leaving it blank at first
remove conditional render for hub and use Columns instead
[D11] Fix scheduled events
[D11][#3893] Collision box for Salvaged Cleaver fixed.
More responsive styling to the Hub