127,288 Commits over 4,109 Days - 1.29cph!
separate material for rocket_decals without decal functionality
Tweaked fire particle materials, including flame thrower
Removing fucked component reference from server.prefab
Subtracting
20975 because it fucked the bolt action recoil animation (classic gooseman)
Steam Items http://bit.ly/2rb5pWE
Launch_site scene update, dressing sciency side
Added opacity mask dithering to core/hair shader
Updated core shader set to latest
rethrow caught exceptions so we actually fail properly
Fixed all animals spawning invisible bear footprints in a fucked up convoluted mess
Checked the instancing checkbox on some decals that didn't have it set
Re-enabled far splat uvmix on highest shader quality level (600)
Fixed grass shader compilation
Launchsite warehouse rework progress
Launch site warehouse progress
Fixed recurrent shader compilation warning
fixed bow / crossbow worldmodel culling preventing them from animating
Various tweaks and more desert stuff.
Added randomized tinting to foliage shader (still disabled)
Added randomized scale to new foliage system
Added value noise to new foliage system
Added contact shadows (works on vm); toggle via graphics (def=off)
Couple of internal shader fixes
humanoidNPC baseline
humanoid NPCs can use weapons
humanoidNPC uses navmesh
uvmix settings
splats
desert particles
area scene stuff
Moved contact shadows plug to third party
Added smooth distance fadeout to new foliage system
Nuked deprecated standard-hair shader
Setting up shader gui
Added packed version of rust/standard shader
Improved shader gui source cache handling
Redid AI to use AIAgent instead of BaseNPC
NPCPlayer apex implementation
launch_site dressing backup from the previous couple of days