106,390 Commits over 3,806 Days - 1.16cph!
Change Vertex & Index buffer to StructuredBuffer type
Use global shader keyword `RUST_PROCEDURAL_INSTANCING` to enable procedural rendering
Apply procedural rendering to UnityStandardCore deferred shader
RPC string manifest debugging
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merge from terrain-texture-lod-fix
Gib spawning without parenting.
Added HotAirBalloonArmor class and re-setup the prefab using it.
Fixed UV scroll stretching due to precision issues in standard shader set
Fixed terrain texture detail progression via shader quality
parachute.bypassrepack now forces the parachute back into the parachute slot
Added metal briefcase models
Adjusted one dismount point that was never valid on static computer station
Updated colliders on the static computer station as well. For this static one I haven't added collision for the chair, since it requires moving the dismount points and the static computer station is used in quite a few places, often quite cramped. The computer station chair had no collision before today, allowing for the dismount points to be quite close to the table.
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Fix parachute not playing animations for non-local players (including all players in demos)
Updated locker to 42 slots to fit new parachute slot
Updated locker behaviour to only allow backpacks in the new slot
Updated both deployable and camper versions
Fixed double-up collider names on workbenches (can cause trouble when finding bones)
Computer Station was already all convex colliders, but the entire thing was represented with a single box collider, so I've redone it with the level of detail that other deployables have. Chair and radio now have collision too. Dismount points needed to be moved out a bit to account for the chair.
Merge from airpatch_media
LBJ forest scene map files
Fixed TimedExplosive throwing a server error if it's missing an explosion effect (occurred when a flare times out)
Merge from parachute (fixes, sam site targeting)
Parent merge + codegen/manifest update
Fixed supply drops missing their parachute prefab, as that prefab is now the player parachute
Added the old parachute prefab back in, it's no longer an entity (see parachute_supplydrop.prefab)
Supply drops now just turn their parchute on and off with a flag
SAM sites can now target parachutes
Converted Concrete Barricade to all convex colliders.
Unpacked parachute no longer collides with vehicles (same layer/rules as dropped items)
Converted Sandbags to all convex colliders.
Converted Chippy Arcade Machine to all convex colliders.
Getting hit with grande launches no longer flings parachute up in the air
Parachutes will no longer respond to explosion forces
Converted Hobo Barrel to all convex colliders.
Fixed locker nre when swapping with a parachute equipped (lockers now ignore the parachute slot entirely, we'll probably change this behaviour in the future)
Converted Beach Parasol to all convex colliders.
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Converted Beach Chair to all convex colliders.