255,712 Commits over 3,990 Days - 2.67cph!
[D11][UI] Wip white list player option
VideoOut audio support
video.record test command - saves game to mp4 (not really fast enough for live gameplay capture)
small optimisation to OBB.ToBounds
[D11] [UI] Quick fix for VitalInfo.cs causing periodic layout rebuilds. Will implement a more thorough fix shortly (removal of runtime formatting for strings). Fixed some minor item icon property inconsistencies and added all item icons to sprite atlas via packing tag.
[D11] [Audio] Checking in before switching to optimisation tasks
slightly reduced the overhead of the performance UI
New gang code complete. NPC gangs are now added based on existing Gang HQ buildings on any given map, like in Gang Warfare mode. So there's no potential issue with a predetermined list not matching what's actually available.
[D11] Correction for the Controls B/Building display
[D11] [UI] Added child canvas components to pie menus to help reduce layout rebuild time.
Added arid biome checks to giant excavator
[D11] Set Options/Settings to open on the previously opened page, rather than always open at the initial one.
Fixed RF broadcaster clipping through walls
Simplified the PlayerGang dictionaries to lists, as nothing was using the dictionary part anyway.
Allow items to be deployed under water barrel
more UI optim, disabled UI raycaster on a lot of stuff, more canvas split etc
Add GitScratch, a tool to show what changes are currently modified
Double time required to trigger rubbish effect
Reduced rubbish happiness effect by 50%
Fix room highlight indicator not showing on upper floors
Hazard systems auto dismiss their starting notification
Fixed hull scale on ship transit room
Fix leaderboard description on scenario complete
Merge fixes Main->Mission branch
Fixed two mission bugs that broke missions after your character died
Switched tokens to just ints
Add player info
Show list of bases under each server
Do some proper change tracking so Flutter doesn't rebuild things constantly
Bunch of other fixes
Payphone on my test map + removing a log
New exterior hot tub room
New exterior category
Enforce minimum interact duration for props, delete old unused props
Hot Tub requires water
Print room name when placing something intersecting with room
Shrink casino floor, fix poker table not affecting satisfaction
OnClientTaskComplete "next task" skips ones that are set to not show. Also refactored the show/not show var.
start/stop work, belt work
Optimized native path for WaterSystem.GetHeight; now over 5x faster
Optimized native path for WaterSystem.GetHeight array; now over 10x faster
Added managed fallbacks
Updated x86_64/RustNative.dll
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more ui optim, replacing animation on outcome panel
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Reduced scale of unstartable task markers
Ship progress.
Light fixture tweaks.
Show server info on the main screen
Info command, run things on the right thread
Update indexed position using MessageType.EntityPosition
Don't create gibs while scrubbing
Destroy all gibs when scrubbing
Updated testdemo
Don't show loading screen when dying/respawning in demo
Fixed effect recycling when scrubbing
Recycle effects when scrubbing
Don't create effects when scrubbing
Don't process signals when scrubbing