199,327 Commits over 4,140 Days - 2.01cph!
Eliminated WaitForEndOfFrame allocation from Parallel.Coroutine
Component world model setup
Foliage system optimizations
Fridge deployable textures, model LODs, anims, Prefabs
Made Rust Editor less tabby
Can right click effect recycler to update life time, life time is shown on inspector
Added infinite ammo cheat to editor
Fridge icon, colliders. prefab update
ItemScreenshot scene update
Adjusted readback texture swizzling
Updated native renderer lib with adjusted readback swizzling
Cursor fix, enemy hp red, LOS improvement
Fixed a bug with the radial menu that would cause incorrect command names to be displayed
Fixed a phantom tracker lingering in the tribe tracker UI widget
Fixed a bug that caused corpses to disappear when placed on the fire
Fixed buildings appearing properly complete when placed by code or via debug panel
Cherry picked foliage shader and deferred transmission changes from prerelease/dungeon_art_4
Add UI/Default Font to included shaders
Removed SE screen space shadows
in triangle.Trace retain triangle normal if deferring to Line.Trace (fixes impact effects facing wrong direction)
Added editor.DrawCollision to draw SkinnedMeshCollider triangles
Ai.Think/Move works
fridge uses Box Storage rather than Door entity (until 2018 :o)
re-setup
Prefabs don't have to start disabled in the editor
Fixed shader error related to UNITY_HANDLE_CORRECTLY_NEGATIVE_NDOTV
Fixed sampler limit shader error in "Before/Standard Blend With Terrain"
Changed panel name
Manifest
UnitVoiceDefinition OnValidate no longer uses Resources.LoadAll to validate that all sound types are mapped
merge from fridge_deployable
merge from fridge_deployable
* Fixed CRC comparison errors with autorefresh and AddCSLuaFile() calls
Automated Linux Build #551
Automated Windows Build #551
Resources world model setup
created collision for all hex pieces. added dirt hexes to their own folder, unified all pieces and set to same grid