127,271 Commits over 4,109 Days - 1.29cph!
Less abrupt interior ambient shifts.
Menial LOD & trigger stuff. Q.Q
Fixed post subsurface d3d9 shader compile error
Added core env brdf lut generator + default asset
Added indirect diffuse and specular support to core brdf base pass
Added deferred extension params for gbuffer extension
Added core/hair shader (wip)
Updated core/generic shader
Updated core/skin shader property names to match core/generic
Renamed core brdf files; moved shaders to "core/" on selection menu
Reassigned maps to skin materials
Disabled spec map post processor until after merge
Merge from shading revamp
vent door model & animation, controller, prefabs
vent door animation controller fix reverse playback on close
Rocket factory progress / split rocket factory building into separate meshes
level update, vent doors placement
shotgun trap takes +1 gear
shotgun trap loses 50% health on pickup
Replaced graphics.postsss convar with SSS.enabled + other controls
SSS properly disables and skips fullscreen passes now
SSS now uses low quality sampling by default
Now checking console vars on deferred extension to affect all instances
Added half-assed skin fallback for SSS is disabled
Dynamic branch compiler hint for brdf selection on deferred shader
can change item skins at repair bench
guide model for the single shot trap (untested, will test in a couple hours)
skin approval
fixed new roadsign model textures
gun trap guide scaled at 75% (PLEASE EXPORT YOUR FBXS WITH SCALE AT 100% NEXT TIME)
updated prefab guide path
player preview thirsty anim
Fixed icon rendering
Nuked deprecated keyword in rust.global
Added light intensity scale callback param to CaptureScreenshot
Make sure the wrap lighting fallback only runs on subsurface profiles
Ajusted LightEx intensity to match new brdf scale to fix low intensity torch, campfire, etc
pushing the gun trap prefab guide update