255,738 Commits over 3,990 Days - 2.67cph!
Automated Linux DS Build #494
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Can view workshop items by type
Automated Windows Build #494
Automated Linux DS Build #493
Automated Windows Build #493
Automated Linux Build #493
* Added cl_downloadfilter noworkshop - disables only all of the workshop downloads.
Fixed missing item in the editor builder loading
Changed view model prefab references to GameObjectRef
View models are instantiated via the game manager
View models log an error when shit is fucked
Webrcon reply with error on running missing command
gave male boar corpse chunks of meat to be cut out
Fixed some beenie, barricade, bucket helmet, poncho skins not being selectable (doesn't need a game update)
improved skinning on female skirt
Explosion damage in progress
Automated Linux DS Build #492
Automated Windows Build #492
Automated Linux Build #492
Disabling VGUI hotkey system
Working on damage from explosions
Can collide with vehicle wreckage. Also added Rust Water material to hidden changes list since it auto-updates but is unlikely to be manually changed on purpose.
Forced forward in AO settings to avoid artifacting with shaders that are fwd
Menu background mouse paralax thing
Vehicle damage FX work. Removed temp stuff.
Fixed Action events not being cleared
Added vehicle visual damage
ActionChain pool return moved to behaviour/effect exit/complete state handling
FOR FUCK SAKE ocean shader/mat
Fixed delay on some objects before they turn visible
Fixed duplicates in the culling volume manager
Enforcing specularity-based dielectric
Deferred anisotropic lighting path using (disney ggx) + rust/std-aniso shader
Final gbuffer layout