30,775 Commits over 3,867 Days - 0.33cph!
Don't init itemmanger twice in editor
Added terrain renderer toggle to dev menu
Load shadervariants from the bundle
Use particle accumulation rather than terrain blending where possible
Patched particle accumulation to take albedo alpha as accumulation opacity
Added rock sand / snow particle accumulation textures (lower res, VRAM-only, compressed, packed spec / smoothness map)
Enlarged the quarry tower surface so the player can navigate on top of it normally, added a scrolling material for the belts, added some construction renderers to use lower LODs for guide
Uploading terrain blend inspector fix for Diogo
Added additive HDR shader to shader variants
Fixed footstep references
Fixed loading screen changing colour
forgot the prefab dayum :P
Fixed supply drop blueprint existance
Set the image hash when receiving from the server
Changed construction layer toggle in F2 dev section to construction skin
Moved various renderers / objects to their correct layer
Converted ladder to LOD grid
More bundling
Fixed crash when pulling out deployable
some water catcher visual polish
Set the image hash when receiving from the server
Disabled specularity on ST billboards
re-fix concrete stag footstep sound refs
Automatically detect max refresh distance of cull grid based on the distances of objects that were added to it
Added INeedsToStartDisabled to scripts that add themselves to the LOD grid
Better load progress on startup
wood ladder/lods/gibs/prefab update
LOD grid components now support renderers of any type (not just mesh renderers)
Converted various deployables to LOD grid
Fixed drag icon being behind everything
water catchers - added custom collision and prefabs ready to implement
Tweaking player collision size
Undone changes to UIScene
water catchers 2.0 - models, textures, mat, lods and gibs
Allow inspector serialization of Vector2i and Vector3i
Added Vector2b and Vector3b
Scale fps.graph to fill the entire screen in x direction
Lets try no seperate shader bundles
Fixed sometimes copying the wrong bundle folder in RustBuilder
Replaced graphics.trees with toggle in dev menu
Made graphics.shaderlod affect all shaders
Fixed ST shaders breaking with shaderlod < 400
Changed ST billboard material to our version (with the LOD fix)
Added graphics.shadowlights (defaults to 1, specifies # of lights that are allowed to cast shadows - no longer linked to graphics.quality)
Added sorting layer for refractive particles (fixes sorting issues when more than one refraction particle emitter is on screen)
Spawn deployables by the prefab name (for editor play)
Wounding stats