132,969 Commits over 4,293 Days - 1.29cph!
[D11] Updated Loading Screen
[D11][CLIMATE] Removed ad-hoc threading for the climate update. I've jobified it.
Moved large external gates open sound event slightly further into the animation, start events were early exiting because they were in a transition
Fixes issue
10075
Fix item icon remaining on screen after dragging from an external inventory
Fix for issue:
10078
Hold note instruments now work properly with primary and secondary fires
Excavator sound additions/tweaks
Excavator music
Added support for assigning an array of notes to an instrument rather than one note pitch shifted
Tweaked the shapes of coastal_cliff_d and coastal_cliff_e
[D11] Fix for a background overlay hiding the FE video when returning from in-game
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[D11] [UI] WIP FastScrollBox refactor for WrapScroll.cs. Adjusted pulse text script to not trigger a constant layout rebuild when it's animating (we only used it for alpha so switched to canvas group alpha tweening to prevent layout dirtying). Adjusted loading spritesheet texture size.
[D11][OPTIMIZE] Player LateCycle optimization. MT the work and resolve at end. I put an iteration of 50 on the loop and it went from 1.42ms -> 0.4ms with a negligible resolve.
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UnityEngine.Experimental.Rendering.HDPipeline becomes UnityEngine.Rendering.HighDefinition
RustSky compile fixes (they moved ProceduralSky to samples)
Delete now unused material editor tools
Recompiled GA with newer Unity Dlls
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Restored ProceduralComponent.Mode as it is used by custom maps
[D11] Remove military tunnel
[D11] Changes to the background in Options to match PC ver.
Better lightgroups.
Cleanup of old crap.
[D11] Win64 client demo playback
[D11][UI] Cosmetic changes to belt bar icons
[D11] Updated Frontend/Options Menu with video player & other cosmetic changes
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[D11] Fixed int to uint error.
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Force whatsnew.mp4 background video if launched this version less than 3 times
Fixed incorrect itemid on cowbell