108,630 Commits over 3,867 Days - 1.17cph!
added 3rd person animation for when the player is on fire.
Tweaked ocean shader and material further; custom lighting path for RUST_STD_WATER, avoiding indirect lighting and reflections
Added edit-mode placeholder water material; updated water prefab
Added quality modes affecting mesh and ocean shader lods
Final tweaks in terrain shader water interaction before merging
pistol and all the files!
Fixed move back to catcher
entity pie menu ordered properly
drinking direct from catcher
Water Catcher loot panel wip
Updated building block prefabs to use draw call batching
Added AssetPool
Improved draw call batching
Selected item HUD cleanups
Updated barricade.wood to use the generic texture atlas
gibs for mining quarry @helk
Also adding a missing texture for oiljack
Updated quarry bucket collision
Added Oiljack gibs
Missing parentheses.. Doh
First pass at bullet flybys
Added selection history editor window
Unified itemicon's smaller icon
Show contents on vessel item icons
ItemDef - maximum draggable amount
First version of an optimized custom draw call batching system
Item containers can define the max stack size
Can define item defs to never drop a world model version
Oiljack animations and prefab setup
Inventory contents contents
Item/container contents flags
Not Player Usable tag on collider objects - to make it so ent only 'usable' from specific point
Added native water simulation solver path; more lightweight threading; updated RustNative binaries
Shore wetness blend masking; integrated across relevant standard shaders, controlled by terrain material
Added underwater spec occlusion
Updated water prefab
Fixed deployable guide missing some of the mesh
Added deployable distance to Construction component for helk
A bunch of new ambient stings
portable electrical generator model + materials.
Added wolf headdress model, textures, etc.
Editor item creation tool
Handle server is full properly
Shader variant updates
Consolidated shoreline wetness into terrain layer and improved material params; edited defaults
Fixed issues across multiple water instances; fixed some bugs as well
Cleaned up shaders; fixed all remaining water rendering issues, except for SSAO on top of water
Added WaterLevel scene
Extra warning is primaryBody isn't set
Water mesh remake; now simpler and faster; now supports 256x256 resolution for central patch
Refectored water renderer; fixed issues with disappearing highlights, fog
Added and cleaned up preliminary terrain shoreline wetness from last week
Water fog fix from last week, now stable; replaced depth texture in global fog and TOD scattering
Refactored threaded simulation
Fixed server NRE in ServerProjectileHit