127,182 Commits over 4,109 Days - 1.29cph!
wood ladder/lods/gibs/prefab update
Better load progress on startup
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
re-fix concrete stag footstep sound refs
Disabled specularity on ST billboards
Set the image hash when receiving from the server
some water catcher visual polish
More bundling
Fixed crash when pulling out deployable
Moved various renderers / objects to their correct layer
Converted ladder to LOD grid
Changed construction layer toggle in F2 dev section to construction skin
Set the image hash when receiving from the server
Fixed supply drop blueprint existance
forgot the prefab dayum :P
Fixed loading screen changing colour
animations and some code to handle climbing a ladder
Fixed footstep references
Added additive HDR shader to shader variants
Uploading terrain blend inspector fix for Diogo
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
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)
Load shadervariants from the bundle
Added terrain renderer toggle to dev menu
Don't init itemmanger twice in editor
More debug info on startup (for support)
Changed singleton component setup process to guarantee initialization before any other script enters Awake() (using GameSetup)
Added ParticleSystemCull (use this Petur)
Tweaked particle accumulation texture tiling of generic rock materials
Disabled vertexlit fallback on all of our custom standard shaders (falls back to it with lod shader LODs, looks utterly broken)
Canvas.BuildBatch HUD tests
improved the bear movement animations.
redid the wolf attack animations to look more realistic ( doesn't swing it's paw like Mike Tyson anymore )
initial water version; wip on testlevel
all image effects on single camera
Fixed missing floors/rocks when shaderlod < 300
Show Integrity Error message when kicking
Tweaked image effect scales
RustShaders escaped the bundle