121,129 Commits over 4,018 Days - 1.26cph!
[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
[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
Allow items to be deployed under water barrel
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
Ship progress.
Light fixture tweaks.
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
Setup, connecting, and handling commands
UI, Timeline, keyframes, scrubbing
More mats.
Tweaked AO down so that it doesn't halo around characters.
Cargoship material pass and unused file cleanup.
Added Rust.Demo (decoupling demo shit from network shit as much as possible)
Added Panini projection to BaseSceneSettings
Smoother SSR ramping
Cargoship conversion WIP.
read/write enabled on some collision objects for navmesh generation
Fixed easter overlay in demos
Fixed team overlay in demos
Fixed showing wrong vitas in demos
Fixed compass not working in demos
[D11] platform overrides for the very large cloud/star textures (stars was 1.5GB due to default settings not being compressed)
[D11][#2408] Fixed floating bota bag on xbox 2nd attempt
[D11] [UI] Added strict conditions to set text and text colour on HUD base stats. Adjusted canvas components settings on HUD for optimisations.
[D11] Fix for losing cursor on InGameOptions carousel when spamming between tabs
Made DeferredMeshDecal obsolete
[D11][#2432] Guard and bandit guards will now reset hostile timer
Stipped out decal system (apart from DeferredDecal component)
Deleted unused components