124,943 Commits over 4,171 Days - 1.25cph!
Fixed and optimized volume bounds att calculation
Enabled gpu instancing on a few hundred materials
Grabbed relevant materials from
27740
[D11] Socket setup data for xb1
[D11] Fix for controller rotation on xb1, ortho basis matrix for xb1 added
compound bow, lods and prefab
aiming at plants now shows a bunch of information about their state
Added runtime rust/standard impostor shader
Composter mesh and textures
NPC spawners at Outpost now properly respect ai.npc_enable.
WIP on cover points at bandit camp for NPCs.
fixed bug with plant age disappearing
display plant yield
super rough placeholder anims, initial setup of vm prefab & animator, parameters
[D11] Added define D11_UNET to allow switching between RakNet/UNet, also packet size changes and port change needed for xb1
[D11] Removed hardcoded IP address that somehow got committed?
[D11] Added new define D11_UNET in build defines, forceDebug=true to enable profiling, and message saying build complete!
[D11.AC] Quick fix for water/terrain rendering on PS4
fixed NPCVendingMachine sometimes becoming out of stock on server restart
Fixed previews not removed when switching types in workshop #RUST-72
Small tidy up to LLAPI stuff, there's no unsafe code any more. Increase packet buffer sizes as it's likely to run out during level loading.
[d11] add a rough integration of the MiniUDP library (needs optimisation), just to try out, though it seems to work better than LLAPI.
tweaked ironsight to match anim better,
added sounds and anim events,
updated skinning of strings,
updated prefab
updated lods, added worldmodel prefab, nudged draw bow sounds
compound bow functionality baseline
compound bow functionality
Underwater plant art files (models/textures/mats)
Underwater foliage spawn files/properties
underwater plants movement tweaks
more WIP on Bandit guard AI.
Bandit town Scene2Prefab (ai prefab changed).