195,173 Commits over 4,079 Days - 1.99cph!
Added Ping to the performance logging
Flattened terrain in jungle_ruins_c to ease transition in procmap
Merge from large_demolishing
debug command wrapped in proper infdef + codegen
increased draw distance on the cave segment prefabs by 25% to limit this happening inside the same culling group purely on distance
Updated the culling group in cave_large_sewers that may have culled segments still in LOS
trawler - checking in pending files
Merge from foliage_instancing
Correct invalidation offset calculation error
Settings experimental tab
Buncha fixes/compensations for overbrightness bug.
Settings image effects tab
Restored bootstrap fonts on bootstrap scene texts
first pass at floor triangle and guide mesh
Fixed pirate english language not working
Settings menu:
Some layout fixes
Opening transition
Tracking more client performance data:
- Draw Calls, Cull Jobs, Scripts, Update, Late Update, Fixed Update, Physics, Precull, Render
fix missing billboard clouds if vclouds are initially off
merge from bee_catapult_bomb
wind shear animation, fix shadow map when vclouds off
Catapult admin reload supports the bee bomb as a possible ammo type
merge from fix_outbreak_death_icon -> main
Fix outbreak scientist loadout losing the DeathIconPrefab reference as well
Fixed OnPointerUp being fired instantly when starting to drag a RustButton in a scroll view
Jungle biome is centered in tier 0, with temperate biomes to the sides of it
merge from fix_oil_rig_invisible_collider -> main
Fix invisible collider on top level of large oil rig
made blue light more blue, tweaks to emissive to make as bright as red
fix missing shore vector texture in ocean vface calc
Fixed settings toggle NRE
Fixed some sliders using the wrong formatting
Tweaked scroll view
`fixcars` now works for hot air balloons