121,324 Commits over 4,018 Days - 1.26cph!
[d11][GC] Removed various main loop GC allocs
Added Timeline
Added TickRendererer
Added TimeRuler
[D11][#2508] Fixed crouching state only working on the first frame of crouching
[D11] [UI] UI Sprites added to Share Content bundle. Small texture property tweaks to assets.
[D11][UI][#2528] Fix for crash when dumping from inventory [#2505] Vending machine will show administrate option over rotate option.
Expose instrument bindings in options
Made IconEditor a propertydrawer with dropdown
Dropdown stays on screen
[D11] [#2495] Removed floating keycard when in firstperson
[D11][UI][#2487] Fixed issue with the itemicon corner icon
[D11] Corrected debug string in 'Continue Game' menu
Added tooltip delay slider to UI options, save the convar.
Cherry picking cs:37752 - Fixed duplicated networkables in demo mode
[D11][#2468] Fixed issue related to been able to use head look while aiming down sights
[D11][UI] Cleaned up Gameoptions ui
[D11] Main Menu Loc. strings for when disconnected from Rustworks
[D11][UI][#2509][#2510] Fixed HUD ordering issues
[D11][UI] Fixed quick chat colour text not changing
[D11] Removed debug strings.
[D11] [UI] Quick chat texture colour re-styling.
Guitar and trumpet note samples and hookup
Added a small fast-starting test map for my own testing, similar to the existing Playground scene, but without the invisible "cubicles" etc.
Show an actual line renderer when setting up line points
All entity output lines are in local space
Fixed snapping not respecting local space
Wiring tool converts points to local space
Enable line renderer on pre-placed lines regardless of LOD state
Global item tooltip test. Added convar for tooltip ui delay.
Fixed keycard not respawning at abandoned cabins
Terrain Revamp - Phase 1 files backup
Fix some errors when snapping while there are no points
Lines built with tool are now saved and loaded in local space (added an extra local space bool to data)
Line tool will automatically flag a line as local space, manually updated the existing airfield lines
Snap points to Rust.Layers.Solid, adding a point sets the snap index to the new point
Converted remaining areas of the cargoship.
Native water system backend is server only (temporary workaround)
Second part of fix for see through water when slightly under ocean waves
[D11][UI] Disable base stats layoutelement
Testing fix for see through water when slightly under waves
Safer handling of cpu support check
Hapis inside terrain antihack false positive fixes