106,658 Commits over 3,836 Days - 1.16cph!
more aggressive flyby sounds
Convert infinite ammo editor convar into normal convar
Synced to server with clientinfo
Only works if you are admin or developer
Infiniteammo convar no longer saved automatically
Wrapped the shader code to apply indirect instancing in a simple macro similar to inbuilt unity stuff. Only used when relevant.
Fixed log floor gibs r/w errors
Fix vending machines giving out greater than max stack size after restart
fix for the bradley targeting vendors
Distant nuke files and prefab on a clean branch because the other had SF and other stuff
Needs the shader files too (cc @diogo)
merge from nuclear_missile_silo
Fixed wrong collider type on the rocket / changed it to metal instead of concrete
Changed Terrain Anchor Placement Distance to 32 and generated new anchors
Scene2prefab
Fixed wrong floor sound on level -3
Made two shelves slightly bigger to accomadodate the loot crates / sligthly tweaked their spawn point location
Scene2prefab
Fixed weird sound loop when spam-clicking enable / disable building skins button while releasing right mouse button
Added highlight multiplier to 6-point particle shader
fix too many road bradleys spawning
Fixed light orientation issues in "Particles/Pixel Lit 6-Point"; updated lightmap pos/neg layout
Cherry picked
80238 (refraction fix)
Added light intensity and ambient lighting control to "Particles/Pixel Lit 6-Point"
6P Mat update & scene backup
merge from Rustplus_changes
merge from building_skins_3
Moved some corridors off the grid by 0.0002 to fix some strange shadow issues at Shadow Quality 1
Added a small geometry lip around the mesh to hide any gaps
Scene2prefab
Small motion flow correction/optimization in "Particles/Pixel Lit Advanced"
Added 6point lightmaps with new layout (positive, negative)
Added "Particles/Pixel Lit 6-Point" wip (dir light only)
experimental -> experimental/release
downsampling textures in PS for better visuals (unity's downsampling is crap)
fix for deployables socket angle rejection not working on adobe roof
Final Phrases + codegen checks
network++
merge from wipe_timer_improvements
merge from stash_deploy_fix
merge from building_skins_3
merge from nuclear_missile_silo
nuclear_missile_silo/flyby
merge from building_skins_3
fixed PTZ camera not deploying on adobe ceilings - socket tolerance issue
Don't show "Killed By" in the death info if there's nothing to put there. Replace the "With a..." header with "Killed by..." instead. This is all working but has broken the animation a little, so branching for now.
Improved death screen info if killed by silo hatch damage trigger