193,831 Commits over 4,079 Days - 1.98cph!
[D11][FIX] Missed a number I was testing
[D11][OPTIMZATION] Async skinning back in.
Fixed Gravity Gun sounds in multiplayer
Fixed airfield SLOD materials
Default exterior brick set.
Fixed volumetric light beams not being reliably disabled by LightGroupAtTime
Setup garage door as a functional entity
[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.
Merge mission branch changes -> Working
Horn stops when you get out of the car...
Car horns can now be held down to be even more annoying. Network++
Not a mission thing but by popular request... added car horn
Refactor checkpoints to allow a distance range
Rewrote entityBehaviours as an array, and looping through it with for loops instead of foreach, for much improved performance
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
Backup lights aren't white when off.
Lights turn off during daytime.
Cleaned some disabled leftover clutter.
Added a PainSource to the first and second rubble drops when engaged.
Fixed some yawer light LODs not being dynamic.
Entity info and controls WIP
Excavator sounds (WIP but mostly complete)
Tweaks to tint and wind SF
Added generic wind SF
Fixed wind instance world pos; both foliage and generic
Fixed foliage shader compile error
Fixed foliage tint SF logic
Fixed Gravity Gun visual effects
[D11] Fix Rustworks platform logins
updated avatar customization bg image
tweaked searching game button position