199,464 Commits over 4,140 Days - 2.01cph!
Fixed issue with graphics.revz not being set, causing rendering problems
Automated Linux DS Build #7
▆ ▆▊▉█▄▅█ ▋█▍▌▍ ▋▆▅▄▊▌▋ ▄██ ▊▄▉▌▄
▍▍█ ▌▊▆▋ ▍▅▋▅ █▅▇▌▄▋ ▉▋▍▄▆▇/▌▇▇▄▌▋▍█
Fixed positioning of balls.
Fixed missing decals
Fixed revz darkening environment
Fixed billboards in d3d9 again (RUST-682)
Clear RopeManager before the materialsystem is gone (stops game hanging when closed)
Automated Linux Build #335
Automated Windows Build #335
Automated Linux DS Build #335
fixed UV maps on the playermodel
FOR FUCK SAKE wip lighting prefab
Fixed black grass on legacyGL + lod<300, possibly others
Removed redundant multi_compile causing errors in some shaders
Probable poolable deletion bug fix
Moved reverse depth code to a separate component
Fixed revz not working on player preview
Added basic temp frontend
additive (getting)hit anims and first attempt at adding blood to the (getting)hit animation added back trigger hit in combat.cs with help from seb added onhitevent to unitview to play blood effect
Updated "Find Materials Using Shader" tool
Switched all materials using "Legacy Shaders/Diffuse" to barebones rust/std (mostly third party, fixes revz for all)
changed to
OnAnimationEvent
CombatHit
Ignore projectiles from stalled players without handing out violations
Include entity name when logging "entity too far away"
This meta file can be removed
Tweaked animal entity bounds
Use 2D distance in projectile entity movement test
Tweaked cloud brightness, especially at night
Fixed blurry FP logo on low quality settings
FX stuff, some minor combat tweaks
Why not move ALL the things!?
Apparently more prefab saves who knew
VisualFX particle systems play children on fire
Whoops I had skydome disabled in main
Combat weapon equip NRE fix