116,053 Commits over 3,959 Days - 1.22cph!
Fixed pumpjack belt texture scroller not applying properly while spinning up/down
Attack helicopter physics edits
Fixed missing attack heli purchase action string
Merge Main -> Experimental
plastic likes to randomly exclude some .mat files eh
SAR inner barrel missing face fix for rigged version
previous fix was for the world model
shadowbox for slotmachine fix
Reinstate changes from
85078, but using "Standard (Specular Setup)" shader instead of "Standard" shader with "Specular Color" material mode for wood_cabin_door.mat. Will hopefully fix everything becoming shiny.
set keycards to Force No Motion to prevent crazy motion blur bug
until there's an actual fix
merge from august_art_bugfixes
only subtracting
85078 - continued surfaces reflection debuging
adjusted water gun spray effect so it doesn't leak through the body of the gun
merge from surfaces_reflection_debuging
subtracting
85079 merge from building_skins_3 &
85078 merge from august_art_bugfixes
RF Transmitter now has aerial in 3rd person
updated LODs and updated .worldmodel and .entity prefabs.
Adjusted position in 3rd person to better fit hand.
created extra small single planter
mesh/lods/collision/gibs and initial prefab setup
.mat files suddenly appearing
Adjusted belt speed for the mining quarry and pum pjack
Merging rewrite back into global_networked_bases
Reconverted all building block prefabs & now all roofs work
Fixed converter not overwriting buildingblock prefabs when using converting tool
Reimplemented LOD level inside InstancedLODState config class
keycard viewmodel position fix
now works with nomad suit and tactical gloves too
added new laser detector model to more closely resemble the icon.
added new prefab to be setup and replace the old one.
LaserDetector>Model
adjusted position of 16x scope on hmlmg.entity prefab so there's no clipping on the face
fixed wrong gib mesh rotation for the small storage box
fixed gear distant LOD (LOD2) missing face
fixed gap in wood_crate_1.fbx
issue named the crate, "Crate_normal_2"
Above ground train tunnel entrance blockout
Train tunnel up and down slope blockouts
Prefabs
fixed missing face on SAR world model.
Generally improved LOD0 and LOD1 geometry
improved LOD0 shading
Fixed NativeArray of render data not being resized when the computebuffer is resized
fixed slotmachine shadowproxy box not casting shadows
updated skydiving player anims
Fix Rust+ clan announcement notifications never being sent
Fix IndirectExtraArg being multiplied by 5, causing meshes to render on top of eachother
Fix typo causing distance culling to use fov scale instead of max distance (culling everything)
Fix & refactor cell removal code
More refactoring & fixes
Fixed IndirectArgs buffer being set to Structured accidently (which silently fails)
merge from water-explosion-revamp
merge from old_radio_list
Key the blueprints nexus variable using Protocol.persistence so blueprint wipes just work on nexus enabled servers
clan table update
lods, colliision and gibs
materials and textures
initial prefab setup for code support