34,097 Commits over 4,171 Days - 0.34cph!
Added "teleport playerA playerB" and "teleportome player" console commands ("teleport player" also still works)
Renamed teleporttome to teleport2me cuz that's how 1337 I am
fixed some instances where the player's hand would unnaturally stick to the weapon when it shouldn't be.
fixed error spamming about "Animator not initialized" when animals are killed.
added idle relax gesture for pistol
▅▉█▍▅ ▄▆▇ ▇█▋▌ ▌▆▇▌ ▉▌█▊▍▆▅▍ ▋▆▇▊▇█▉ ▄▇▍▉ ▌▆▉▆▊▌▄▍ / ▍▅▍▄▉▅
Improved collisions on stairs and covers around quarry and pumpjacks so you do not have to jump
Updated the static mining quarry foundation to our new ones
Moved SSAO Pro one folder back
Fixed SSAO Pro component missing in Main Camera; restored settings
Updated remaining barrels prefabs, oil barrels have labels
Fixed terrain base map generation in d3d9 + other minor stuff
Added and assigned shader slots for ssao; testing on dev
Fixed Rust/Standard BlendLayer shaders in d3d9
Fixed having to press refresh to get a server list after switching to server browser
added a 3rd person idle relax gesture for the 2handed sword
forgot boonie mat change :P
Added client.fps and server.fps console commands
No longer make all admins female (added dev.gender as a replacement for testing)
Some final touches on barrels, for now
Fixed player shadow lagging behind, which made first person feel weird and laggy
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
▅▆▅▍▅▇ █▆ ▅▍▌▄▄█▍▉▌ ▌▆▇█▍▄▆▊▅
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
Fixed campfire smoke soft particle settings; was causing too much transparency / clipping
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
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
Increased distance before which sign.huge.wood is culled
Fixed SSAO Pro meta file, reassigned to camera; rolled back some test changes
Server queries share the gameserver port
Fixed showing PCGamer on menu
Steam Inventory cleanup, refactors
Added InspectorEx base
Fixed ragdolls floating away from where they were
Terrain base map compression in DX11; saves ~126 MB from vram; speeds up lowest quality terrain and pvt
Added move method to sphere (see bug report 720825)
Added capsule shape helper class (for step detection tests)
Replaced PlayerWalkMovement.TraceSphere with Sphere.Move
Reapplied GameTrace optimizations
Fixed animal and player GameTrace colliders being offset and often too small
Water2: added high frequency distortion to water refraction
Water2: added normal fold slim texture caching
PVE servers: Don't allow any construction damage from players (players were running out of cupboard range after placing C4)
PVE servers: Demolish is available forever instead of just 10 minutes
Simplified dirt shader layer
Workshop previews in editor
Workshop import fixes
Fixed potential GameTrace issues when inside of colliders
Further reduced dynamic memory allocations in GameTrace
Added editor cheats (free craft, instant craft, unlock all skins)