121,129 Commits over 4,018 Days - 1.26cph!
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
[D11]Optimised the grass material, removed the normal / roughness / tint material
Indent, RustVerticalLayout
Cherry picked
37505 from hdrp/world_art_revamp
Moved ASE into a local package (testing)
Remove unused second SingletonComponent
trainyard OOB fix
Scene2Prefab
merge from excavator_fixes
Disable 'AlwaysAnimate' check in standalone builds because it slows down loading times and should have been done at build time anyway
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
[D11][UI] Fix for textmeshpro decimals
[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
Force triggers do not apply to corpses (fucks them up)
Fixed camera controls not getting initialized
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OBB blocker tweaks
Reduced radiation volume
Loot spawns no longer block AI
Slightly reduced navmesh size
Scene2Prefab
Pulled terrain fetch improvements from main
Simplified, cleaned and optimized terrain shader; now ~10% faster and easier to read
Nuked terrain atlas related sampling; now array only
Toned down parallax a bit
Scene backup.
Fixed GPU instancing being off on all excavator mats.
New backup lights & lighting prefab wip.
[D11] temp fix for spewing error, water system will be upgraded
[D11] [UI] Fixed player being forced to stand everytime they open in-game screens when crouching.
Added "Update Game Manifest (Fast)" which doesn't do PreparePrefab and all that slow stuff (useful when all you did was add a new prefab)
Added platform.force and platform.exclusion test entities
Player inherited velocity is networked
[D11] fix some materials skipped from the upgrade because were still using standard shaders, but had been fixed to Rust/Standard shaders on the main branch.
[D11] merge the initial ASE checkins including first few shaders, which fixes some foliage
[D11] [UI] Fixed dodgy anchoring on Performance prefab.
[D11][UI] DIsabled element in the Inventory screen that is unneeded until opening loot panel
[D11] [UI] Fixed input for Quick Chat not working without pressing Back button at same time as touchpad.
[D11] shadow fix from
36347
TriggerForce takes a velocity to work towards instead of continuously applying a force (seems to be the only way to get sane results)