113,220 Commits over 3,959 Days - 1.19cph!
glsl workaround for rivers
Lighthouse texturing progress
Added a few innocuous workarounds for glsl challenged drivers (glcore); touched relevant shaders
Static doors prefabs (unopenable)
Minecart wip
Plugged plenty of holes in my meshes
Military tunnels scene work backup
Nuked terrain dummy addpass
Added biome tint mask property to rust/std and rust/std decal shaders
Merged back deferred mesh decals
Military tunnels scene work backup
Crystals prefab with smoke and light for tunnels (static)
Optimized ragdoll update visibility bounds with distance-based update freq; moved to optimize animator
Subtracting deferred-mesh-decals rollback into a branch
Deferred mesh decal rollback
BuildPrefabs: Try moving a file 10 times before failing
Fixed decals not working properly on build
Deprecated LightCloneShadow hack + removed script + updated skydome prefab and shaders
Fixed mesh decal zwrite and blending modes
made a buch of things researchable (like doors/ladder hatches) that weren't before
moved most barricades to common/uncommon tier (instead of rare)
reverted hitmarker sound (sorry @alexr!)
removed darkening on holosight lens
fixed candlehat/minerhat not being visible in first person
Updated remaining (hopefully) structure prefabs to mesh decals
Hopefully fixed a case where the player view direction was not shown correctly to clients (RUST-1154)
Remaining materials to mesh decals
Updated parts of water plant, satellite dish, powerplant, warehouse, airfield to mesh decals
Timber mine model set WIP
Blend mask for rock_cliff_b
Military tunnels scene work backup
Updated a few prefabs and materials to the new mesh decal workflow
Fixed some camera related errors in decal mesh renderer
Removed redundant visibility check in deferredMeshDecal
Fixed server error can't remove MeshRenderer because DeferredMeshDecal (RUST-1237)
Increased effective distance of rifle bullets
Adjusted bolt action damage so coffecan helmets let you barely survive one headshot (as they did before the damage buff)
updates to thrown weapon anims & transitions
Fixed some GC spam from auto turrets
-merge into main-
researching items calls CollectedForCrafting (mods/ammo comes out)
Researching added
Temp Blueprints added
research table unlocks at level 10
large wood storage unlocks at level 9 (was 10)
-Added research paper
-use research paper to increase success chance
-earn multiple one-time use blueprints when successfully researching an item (based on type)
rebuild loot panels
phrases
touched a bunch of prefabs
final
researching items calls CollectedForCrafting (mods/ammo comes out)
Researching added
Temp Blueprints added
research table unlocks at level 10
large wood storage unlocks at level 9 (was 10)
-Added research paper
-use research paper to increase success chance
-earn multiple one-time use blueprints when successfully researching an item (based on type)
rebuild loot panels
phrases
touched a bunch of prefabs
Added deferred mesh decal renderer to main camera prefab
Modified sphere_tank decal material and renderer to use deferred mesh decals
Removed a few shitty bird stings and cricket loops
Better volume balance and general polish on ambient sounds
Less ear-piercing hitmarker sound
Better, more varied bullet flybys and ricochets
Don't play a million ricochet or impact sounds when shotgun blasts hit the ground
More woody knock and less tearing on tree impacts
Footstep polish and consistency
Bush rustles have a lot shorter fade in and sound more natural
Misc small sound tweaks, volume balance, and polish
Cleaned up rust/std decal specular
Added rust/std decal metallic
Touched shaders affected by fix in prev commit
Fixed legacy decal shadow when dealing with non-directlight shadows
Moved multicopy from water2 to shared resources
Added proper support for deferred mesh decals + overhead.. to replace decal shadow hack
Added rust/std decal spec shader