253,043 Commits over 3,990 Days - 2.64cph!
Lets try no seperate shader bundles
Fixed sometimes copying the wrong bundle folder in RustBuilder
Replaced graphics.trees with toggle in dev menu
Made graphics.shaderlod affect all shaders
Fixed ST shaders breaking with shaderlod < 400
Changed ST billboard material to our version (with the LOD fix)
Added graphics.shadowlights (defaults to 1, specifies # of lights that are allowed to cast shadows - no longer linked to graphics.quality)
Added sorting layer for refractive particles (fixes sorting issues when more than one refraction particle emitter is on screen)
Spawn deployables by the prefab name (for editor play)
Wounding stats
Fixed particle refraction shader, reenabled it
Made anti-cheat bans visible to other server users
disabled particle refraction
Added server browser filtering
Back of metal facemask no longer protects the same as the front ( same as burlap headwrap now)
attempt to fix footstep issues
Re-fix stag footstep sound references
Updated metal facemask to have separate collision for metal and leather pieces (metal for mask, cloth for skullcap)
Supply Signal now networks properly to people out of range or if they are just connecting
projectiles clean themselves up when invisible
adjusted tracer material to look similar to old one
Added HDR additive particle shader (use this for flames / tracers instead of the standard shader)
Disabled Unit selection routines in Player
Removed SOv3 namespace
Removed all SOv2 code
Got everything compiling
tracers effects are scaled based on velocity
Fixed radtown barrel spawners spawning spawn handler entities
Added Igor backhand run
Updated WIP Lion-El rig
Added priorities for shots
Changed the shot selection again
Fixed server not compiling
Stats stuff
added trees and roots to unity swamp scene, set up wip materials
FOR FUCK SAKE burner glow map and material
Even better without missing materials
The glorious return of fps.graph
combined swamp trees and roots, added leaves and mushrooms, lit all variants
Ammo in clip counts towards type of ammo (can pull up ammo swap menu if ammo in clip differs from inventory ammo)
Fixed ammo top-up exploit where reloading with only 1 ammo of a differeing type would change all bullets in the mag to be that type
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Animate animals further away
Applied Xavier's fixed snow jackets
Added dev section to F2 menu (just some layer toggles for now)
Tweaking player movement mass
-merged with main
-fixed Resource view creation
-created 3 new Pine views with the new system.