121,266 Commits over 4,018 Days - 1.26cph!
Coastal cliff material fixes
Fixed terrain cliff blending fading to cliff material instead of "puddle"
Nuked base-only potato terrain shader path
Medium rock formations progress
Added actual names instead of numbers for layers on terrain material
Added fallback layer to terrain material; named Puddle for now (test for Damian)
Optimized some shader property names to IDs on terrain texturing
Reapplied
37684 with proper prefabs updated (and scenes)
Added post-sampling terrain splat control renormalization (fix for dark edges)
Simplified terrain fetch code to skip base map; now only fetches splats that are actually used
Reduced terrain splat blending complexity; now only top down instead of bidirectional
Added relevant terrain fetch opts and changes from main
Changed terrain normal array to srgb for slight compression quality gain; re-generated arrays
Fixed terrain sampler issue with layer metallic and blending
Fixed minor oversight occasionally causing hard edges in terrain blending
Switched to excavator lights toggling via LightGroupAtTime's intensity override instead of GO activation
Updated excavator_1 and Excavator Lighting Static prefabs
Modified LightGroupAtTime to update all elements on same pass when intensity override is modified
Modified AmbientLightLOD to allow instantaneous intensity updates and custom fade durations for specific instances
Fixed AmbientLightLOD case not reaching intensity target
Finished converting scenesettings
[D11] [UI] Version number script placeholder.
[D11] [UI] Added string translations for OSK header/descriptions on sleeping bag, server creation, and note panel screens.
Scale gizmos properly with canvas
Exploring converting settings to use Rust.UI.Properties
Fixed FPS counters trashing each others' results
[D11] [UI] Reduced texture size of gold bar box. Fixed Rent Server button to stop it from vanishing when selected.
[D11] [UI] Fixed Audio Mix hint strings. Added support for multi-select hint strings array that show different string for each selection.
[D11] Removed a screen filter effect from the Frontend, and removed the feedback panel from the Loading Screen
Fixed dithered alpha shader coord space, added configurable dither resolution
[D11] [UI] Reducing various textures to be below 2k texture resolution. Removal of unused textures from the project. Fixed flags using alpha transparency when it wasn't needed. Converted Feedback Pip textures into single greyscale texture that can be tinted (rather than several coloured variants) so we can reduce draw calls.
[D11] More visual tweaks to the Frontend & Options - new slider also now working for Options menu
[D11][FIX] Missed a number I was testing
[D11][OPTIMZATION] Async skinning back in.
Fixed airfield SLOD materials
Fixed volumetric light beams not being reliably disabled by LightGroupAtTime
[D11] [UI] Fixed Audio Mix translation. Added Audio Mix Hint translations. Compass texture downscaled to 2k from 4k, set to point filter mode, and crunched.
Improvements to FPS counter
[D11] Prevent map-related textures being stripped [TEST]
[D11] [UI] Fixed out of bounds array when removing stale item notifications (removes in descending order now to avoid index shifting).
[D11][UI] Tweaked compression for main menu image
[D11]RAYCAST] Need to wait on raycast async before starting a new one.
10% more player velocity on belts.
Engine room strobe perf optimization & wall bleed fixes.
Building ambient dimmers in the engine room.
Merge from excavator_fixes