200,006 Commits over 4,140 Days - 2.01cph!
Fixed Diesel_Collectable prefab ID
[D11][OPTIMIZATION] Varius async raycasts enabled
Working on checkpoint mission task
New small industrial building for mission use
Expanding testmap_small for new mission content
Merge mission work -> Working branch
Added per-layer metallic property to terrain shader
Integrated metallic to terrain fetch
Updated terrain sampler SF and related shaders
Reinstated payphone distance highlighting so the player doesn't get guided to gang payphones unless they're already close
[D11] merge in newer non-st trees (introduces ASE dependency but will add that next)
Only highlight gang payphones
Improving payphone highlight/unhighlight behaviour
Put export panel back together
Changed terrain atlas/array generator to accept packed metal_height_ao_gloss maps instead of separate spec and height maps
Generated new terrrain texture layer arrays
Updated terrain sampler SF to match atlas changes
Updated terrain shader; cleaned up deprecated material properties
Deleted another deprecated shader
Updating the placement tool ready for the new building models produced by wallbanger.
[D11] [Audio] Ambience optimisations... WIP Checking in as I need to merge in latest from main branch.
Disabled mesh compression on all remaining models
Changed player settings vertex compression mask to include everything
Disabled mesh compression and read/write on all excavator-related models
[D11][UI] Disabled/removed unneeded layout elements in the crafting screen [#2479] fixed crash dragging item
reduced building block size
Only skip NPCPlayer in TriggerParent, not HTNPlayer (cargo ship)
fixed VS panel position with different screen resolution
tweak hover on career league button
[D11] [UI] PerformanceUI SetText instead of direct .text setter.
Disable wip quick-hover range finding
Removed Ocean topology from excavator
fixed ME tool panel not closing on exit
removed old unused scroll view layout script on all the scrollview
healing preview is now pink and doesn't wrongly show it on the healer itself
Renamed array water get height
More optimizations for single water get height
Added water height test/profile preprocessor path; disabled by default
Updated RustNative x64 windows binary; recompiled w/ same compiler settings as build server
RustWrapper
Buttons can auto-resize to text
[D11] TOD_Sky.Instance.IsNight => Rust.WorldTime.IsNight
[D11] [UI] Optimisation test debug for performance prefab and HUD improvements.