7,315 Commits over 2,345 Days - 0.13cph!
Support forward and deferred
More render.* convars
Fixed foliage billboard shader
Updated to 2019.1.7f1
Removed depth offset from terrain (at least for now)
Added ConVar.Options
Started render option convars
Grass tweaks
Oak atlas map
Foliage shader colour, wind
Added Rust.WorldTime
Added Rust.Sun
Fixed blueprint button opacity
Disable MOTIONVECTORS pass on some shit
Fixed player first person shadow
Fixed player skin colour
Effects/Explosions/Particles/Alpha Blended => ParticleUnlit
Look in built in resources for textures if missing
Legacy Shaders/Self-Illumin/Diffuse
Legacy Shaders/Transparent/Cutout/Diffuse
Particles/FXVille Blood World Lighting
Legacy Shaders/Particles/Additive
Particles/VertexLit Additive
Shader Forge/SuperEmber
LitParticle copy normalmap
LitParticle expose smooth/metal
Deleted unused
Fixed server search text missing on lower resolutions
Standard Blend 4-Way (Specular setup)
Made "Rust/Standard Blend Layer " convert work a bit like artist would expect
▋▍█▊▊▍▄ < ▆▌▋ > ▊▅ █▆▊▊▍ ▋██▊ ( ▇▅▇ )
Billboard node (for foliage billboards)
Material naming caps cleanup
FoliageBillboard placeholder
Fixed NRE in WaterSystem.GetHeight when no ocean
Set procedural terrain.drawInstanced to false
TOD_Sky.Instance.IsNight => Rust.Env.IsNight
GetIdealNearClipPlane no longer needed
Changed Sky Dome prefab to Scene Setup
Added Rust.Env
ESPPlayerInfo gets time from Rust.Env
Disabled broken grab pass in background blur ui
Decal/Deferred Decal
Can cancel material upgrade