121,245 Commits over 4,018 Days - 1.26cph!
[D11] Non-dev Jenkins builds master with max optimisations
Sidebar
TabControl has AllowCloseAll
Added TabControl.Vertical
Text auto size with empty doesn't fuck with the height
TabControl
VerticalLayout becomes Layout
Added RectTransform.Fill()
More terrain shader optimizations; 5% faster
Don't turn off occluded instances until they've been occluded for at least 8 frames
Some minor optimisation to occlusion culling (set shader vars by ID not by name)
WIP parallel for job version of ProcessOccludees (commented out for now)
[D11] fix for lockup on xb1
[D11] [UI] WIP GameTip optimisations to lower layout and render spikes when animating on/off. WIP Merging of tutorial and base game update in GameTip. Moved various icon assets into shared sprite packing tag. Various changes to VitalInfo and Pinned Recipe to improve layout build times. Optimisations to various HUD elements to prevent larger spikes when updating other elements.
[D11][UI] Disabled Crafting menu loadout panel on inital load
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.