255,371 Commits over 3,990 Days - 2.67cph!
Added pooling support to renderer and collider batching
Adjusted cockpit cam settings to handle high/variable ping more smoothly. Feels a bit floaty but floaty is better than jittery.
Updated chase cam as well
Cockpit cam now works well in both CLIENT and CLIENT+SERVER modes
Added stats for day/night vision (not actually doing anything yet)
Wrote a smooth alternative spring-like implementation for the vehicle cockpit view, removing the need for a rigidbody. Note: Only works perfectly in true CLIENT mode.
hazmat stuff uncraftable (for now)
components max stacksize increased
protocol++
added recycler to radtown3
added small refinery to radtown 3
added another recycler to airport in a hangar
fixed inaccessible recyclers
recyclers process every 5 seconds (was 3)
cctv camera/targeting computer now recycle into techparts/hqm
removed ammo spawns from loot crates (more of everything)
AI trucks have ghost mats
Removed pathfinding asset
merge into prerelease
protocol++
updated LODs so you can see barrels from farther away
roadsign armor jacket now requires roadsigns
added procedural junkpiles that spawn in fields
Can clear/set textures to "none"
Added fuzz options for cloth shader (turning fuzz to 0 enables spec color)
Added emission options
Fixed broken rocks
Added optional double sided lighting activated by RUST_STD_DOUBLESIDED (cloth only for now)
Cherry picked terrain shader optimizations
17230
Final dockwalls - models/LODs/Cols/Prefabs
Updated Unity PostProcessing stack
Added Unity NavmeshComponents
DynamicDOF, MoodOverlay support new PP stack
Refactored some options stuff to support the new post processing stack
Merge stuff
Added pooling for the conditional models of buildings
Terrain + terrain-blend shader (non-pvt) optimizations; up to 2x faster on max settings
Changed parallax step adjusment from mip to distance + view vector
Touched all rust/std shaders
Added support for registering any game object as a prefab at runtime (so we can pool runtime-generated objects)
Updated AI - can slow to target
Handles short paths correctly
Morte posix compatibility
Tracker portrait first click selects, second click follows
Moved hair/eye data to Human out of HumanView
Show workshop weapons in player model's hands