251,115 Commits over 3,959 Days - 2.64cph!
Fixed Drive buttons in workshop model download UI not working
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Fixed vehicle rigidbody not sleeping reliably when on the vehicle lift
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Magnet snap zone minor edits
Started on button icon redo
StyledRect shader now supports box shadow with rounded corners
Engines spawn in with some (generally low quality) internal items already in place.
Update icon (but not android's)
Update server switcher because the text height changed
Update confirmation modal a bit
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Bold the active text for smart alarms, formatting
Don't pull entity name from pairing notification (will be removed from the Rust server too)
Fix janky notification toggler when editing alarms
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Adjust initial condition of engine parts. Now 25-75% per spec.
Correctly refresh engine performance when internal items break
Dead pine trees / Arctic variants
Match engine item tier to workbench level
Changed internal items damage calculation. Spread the damage over every item, but randomly distribute the amount that each one gets. Much better for handling large amounts of damage in one hit (e.g. rockets).
Give higher tier engine parts a higher max condition
Adjust engine internal item damage calculation
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[D11][#3579] Using the global_ViewProjMatrix in compute shader for the bounds Tests.
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[D11] fixed Headshot icon
[D11] Increasing texturearray size based on FP feedback.
[D11] [UI] Fixed harbor display name not being correct for certain languages.
[D11] New Scrap Stat icons
[D11][UI] Added non platform player icon
Use t:Model instead of t:Mesh
Test to reduce number of bundles that contain per-platform assets (shaders, really)
[D11] Merge commit ignore me
[D11] Weighted normals Prefabs/Deployable
[D11] Fixed 3003 Added checks for disconnected gamepads to prevent input from other users.
Fixed Win64 quality profile
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[D11] updated icon sheets
FUE tweaks
Merge branch 'master' of rust_companion_react
Add some instructions to deploy to the Android and iOS stores