127,445 Commits over 4,109 Days - 1.29cph!
Electric poles / spotlight and snapped cable variants
Fixed AO flickering when both MB and TAA are disabled
Replaced old powerlines in the compound monument
Switched coverage queries to AsyncGPUReadback; enabled non-windows platforms (testing)
Renamed some Rust.Workshop script files so the file names are identical to the class names
Added String.ManifestHash (used instead of GetHashCode for the game manifest / prefab IDs)
CodeGen uses UNIX line endings instead of system ones
Rotated electric poles in the compound
replaced links to prefab in the scene
scene2prefab
Added powerlines to old monuments
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Merge from unity_2018.1.0
- Player anims
- Added blendtrees to playeranimator
- Added freefall ,openParachute, and landing bools to playeranimator
Strip AudioLowPassFilter component from server
Fixed \ vs / issue on effect folders when building manifest on Windows
Fixed another \ vs / issue on effect folders when building manifest on Windows
Bandit town scene layout progress / wooden walkway greyboxes / mossy rock materials / swamp water material
Fixed interaction menu sort order (default interaction) on sleeping bags and doors
Fixed being unable to pick up collectables
Persistance++
Added missing folder meta file of no relevance
Moved Facepunch.System and Facepunch.Unity to asmdef
Reverting accidentally committed ProjectSettings
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Fixed auto turret order interaction
Fixed StorageContainer and BaseOven order interaction
Tweaks and optimizations to AO
Fixed temporal AO motion vector frame delay
Coverage queries debug fix
Added and toggled builtin async gpu read path to occlusion culling (testing)
Fixed q=2 penumbra hard edge on spot lights
Fixed q=2 point light artifact when close to camera + penumbra size
Another autoturret order tweak
Removed detail layer from hoodie material
merge from compound branch