199,447 Commits over 4,140 Days - 2.01cph!
Merge from prefab_pooling_2 (for testing, disabled by default)
added entity.spawnlootfrom "ent" "count"
concrete_g textures
Harbor1 backup, some more work on dockwalls
Merged Unit info and effects stuff into the tribe tracker UI widget
RUST-1432 Falling in cave 8 terrain fix
RUST-1431 Falling in cave 6 terrain fix
RUST-1426 notch more draw distance to mil tunnel light sources
Monument doors are slightly wider/taller
Added start / end points to path
Vehicle movement smoother/more accurate on client
Vehicle smoothness experiments
* Added player.GetCount()
* monster_bigmomma can now be killed on maps that are not from Half-Life: Source
Automated Linux Build #465
Automated Windows Build #465
Experimenting with no rigidbody on client
Automated Linux DS Build #465
Chase cam super smooth now
Basic cockpit cam that works, but no spring forces anymore. Car audio removed for now.
Disabled caves (postponed due to performance issues)
Network++
Save++
Fixed delayed network group subscription when spawning as sleeper (caused delayed entity loading)
Cave 7 missing tunnel segment
OSX workshop crash fix (speculative)
Fixed some workshop item diffuse textures having unused alpha - which is confusing skinners
Deprecated brdf-embedded cloud shadows (move to shadow/post)
Reduced reflectance micro-occlusion to 3% of range (closer to unity baseline)
Players in limbo (server join without a sleeper) are in group 1 (instead of null)
Network++
Show workshop weapons in player model's hands
Moved hair/eye data to Human out of HumanView
Tracker portrait first click selects, second click follows
Morte posix compatibility
Updated AI - can slow to target
Handles short paths correctly
Added support for registering any game object as a prefab at runtime (so we can pool runtime-generated objects)
Terrain + terrain-blend shader (non-pvt) optimizations; up to 2x faster on max settings
Changed parallax step adjusment from mip to distance + view vector
Touched all rust/std shaders
Added pooling for the conditional models of buildings