111,513 Commits over 3,928 Days - 1.18cph!
Water2: added high frequency distortion to water refraction
Water2: added normal fold slim texture caching
Reapplied GameTrace optimizations
Fixed animal and player GameTrace colliders being offset and often too small
Added move method to sphere (see bug report 720825)
Added capsule shape helper class (for step detection tests)
Replaced PlayerWalkMovement.TraceSphere with Sphere.Move
Terrain base map compression in DX11; saves ~126 MB from vram; speeds up lowest quality terrain and pvt
Fixed ragdolls floating away from where they were
Train tracks greybox set
road set pivot unfuck
Roads and pavement greybox set
Steam Inventory cleanup, refactors
Added InspectorEx base
Fixed showing PCGamer on menu
Server queries share the gameserver port
Concrete slabs greybox set
Fixed SSAO Pro meta file, reassigned to camera; rolled back some test changes
Increased distance before which sign.huge.wood is culled
Specced up mushrooms. Twilight+night atmospheric wip.
tweaked some of the stag animations
tweaked the relax gestures for the 2handed sword and the rpocketlauncher
smoothed the transition blending for the jumping animations
Atmospherics, camera, driftwood and terrain tweaks. Added visible spec to matte rocks (so next-gen)
Twilight atmospherics, terrain wetness and water tweaks.
Taming that crazy overexposed lighting, part 1 wip.
Alpha'd tree branches no longer turn invisible at a distance. Yellow bushes for yellow grass.
Clean slate spawn tables. Distant elephant grass no longer parties like it's 1999.
Added proper overlay UI layer that's above all other HUDs, visible if any other HUD is visible
CommunityEntity.FindPanel now uses hierarchy-based paths
Fixed campfire smoke soft particle settings; was causing too much transparency / clipping
Cloth shader: defaulted dirt mask to white
Cloth shader: added uv separate uv controls for mask and layer
Cloth shader: added fuzz attenuation based on dirt mask
Fixed missing dirt mask errors in shader gui
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Standard shaders: moved detail mask into Detail Layer
Standard shaders: reordered some layers to fit rust/standard ordering; top-underlayer, bottom-overlayer
Standard shaders: first version of standard dirt layer; cloth shader only for now
Fixed player shadow lagging behind, which made first person feel weird and laggy
Some final touches on barrels, for now
No longer make all admins female (added dev.gender as a replacement for testing)
Added client.fps and server.fps console commands
forgot boonie mat change :P
added a 3rd person idle relax gesture for the 2handed sword
Fixed having to press refresh to get a server list after switching to server browser
Added and assigned shader slots for ssao; testing on dev
Fixed Rust/Standard BlendLayer shaders in d3d9
Fixed terrain base map generation in d3d9 + other minor stuff
Updated remaining barrels prefabs, oil barrels have labels
Moved SSAO Pro one folder back
Fixed SSAO Pro component missing in Main Camera; restored settings
Updated the static mining quarry foundation to our new ones