121,372 Commits over 4,018 Days - 1.26cph!
[D11] [UI] Fixed server define in water catcher (variable assigned but never used)
Tweaked font settings (should prevent chat lag)
Get rid of the duplicated fonts
Horse sound import setting tweaks
horse eat sound tweaks
horse water footstep tweaks
Split ResourceRef into multiple files
hooked up mount/dismount sounds
horse spawns
compile fixes
More horse water footstep work
Horse mount/dismount/eat loop sounds
Synched buoyancy with new waves
Increased ocean detail blend distance
Fixed cpu sampling and couple optimizations
horses don't like deep water
Horse water footsteps
Horse saddle movement sounds
More horse vocaliaztions
horse network optimizations
compile issues
improved horse visuals
horse optimization
transformUtil.GetGroundInfo now non alloc
fixed cargoship glass mat
glitchy horse footstep fix
tweaked horse blend times on controller
better horse movement on stairs
Sensible open sea values
Blending from shore to open sea
Disabled 'dynamic' on weapon VFX Particle System Cull scripts.
added 1st pass horse eating anim, added to animator
Rust/Standard Blend 4-Way temporary
[D11][[#338] Fixed issue with sprinting While wounded
Better lerp client / server time offset (maybe)
[D11][#2167] Fixed issues with been unable to interact with attacment ui
3rd person IK fix on world muzzle vfx.
Updated saddle textures/material
[D11] - Cosmetic tweaks to UI
Plugged wave system params to shore waves
horse gallop update - fixed rear feet issue & looping hair movement
[D11] [UI] Water Catcher now clearly displays when it's full/empty and draws players attention to it's quantity text when player attempts to take from or add to the container.
Include the monument terrain map textures for server builds too
Standard Refraction/Glass Refraction
Battery cell tier 2 materials, textures, prefab, col & gibs
ParticleAdditive, ParticleRefract