branchrust_reboot/maincancel

30,494 Commits over 3,836 Days - 0.33cph!

7 Years Ago
Disabled foliage intensity until we have proper filtering for spot and cube shadows
7 Years Ago
Cherry picked overgrowth material tweaks
7 Years Ago
Fixed some problems when repeatedly connecting to the same server in one session
7 Years Ago
Reduced memory usage by freeing the world serialization cache after loading the map Addedd watermap memory usage to world info text
7 Years Ago
Cherry picked foundation shadow mesh fix
7 Years Ago
Enabled grass shadow casting by default (gfx menu toggle soon) Added custom shadow path to foliage shader Added foliage shader ability to override shadow bias, shadow intensity and shadow alpha LOD bias Tweaked overgrowth material
7 Years Ago
EAC launcher fixes (needs x86 lib)
7 Years Ago
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7 Years Ago
Improved adaptive shadow bias to scale according to texel-to-world ratio instead of distance Touched all relevant shaders Fixed flashlight attachment showing gun shadow all over the place
7 Years Ago
tweaked walk/jog animations added 3rd person waterbucket animations added 3rd person camera animation updated weapon override controllers
7 Years Ago
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7 Years Ago
Switched EAC launcher to the new minimal official one (easier to debug for them, less fucking around for us)
7 Years Ago
Eating raw fish no longer makes the player puke
7 Years Ago
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7 Years Ago
Fixed shaders other than terrain not getting adaptive shadow bias
7 Years Ago
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7 Years Ago
Increased directional light initial shadow bias to address flat surfaces
7 Years Ago
exploit fix
7 Years Ago
Adaptive shadow bias to fix shadow offseting; touched all rust/std shaders
7 Years Ago
skin approval a million mounted fixes thompson has reduced aimcone
7 Years Ago
Softer lighting via less intensity + more exposure + reduced ambient saturation
7 Years Ago
Subtracted player model changes
7 Years Ago
Using steering target to judge angle of movement change works better than next position on the nav agent.
7 Years Ago
debug.log
7 Years Ago
fixed condition not visibly scaling consumable properties in info panel fixed tooltips getting stuck
7 Years Ago
vending machine really no longer drops items
7 Years Ago
Added a fix for the potential of navmesh sources to go invalid over time (so we check them before we bake). A slight improvement to animal flee behaviour and speed related to angle of next position.
7 Years Ago
Updated Facepunch.Unity (fixes manifest download sometimes silently failing)
7 Years Ago
fix for broken head collider
7 Years Ago
Rewrote rebake logic to use the bake heap. Cells and layers are now aware they're in the bake heap awaiting baking. Updated the bake heap comparer, that it more reliably prefers cells close to players.
7 Years Ago
Merge to main
7 Years Ago
Cleanup duplicated MainCannonAttack prefab
7 Years Ago
Bradley sound tweaks
7 Years Ago
Perf fix for occludable sounds with local voice limiting enabled
7 Years Ago
merge from main/bradley-sounds
7 Years Ago
merge into main
7 Years Ago
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7 Years Ago
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7 Years Ago
Add blend type option to rust/std terrain blend shaders, complex (default) and vertex alpha (simple)
7 Years Ago
Set nav_grid to false by default.
7 Years Ago
Check neighbour navmesh cell as valid target before we attempt to generate a link in that direction. Generate links async and with a queue, that we can control how many links we generate each frame.
7 Years Ago
A couple more checks, just to be on the safe side.
7 Years Ago
NRE fix in Navmesh grid.
7 Years Ago
Eliminated some tiny GC allocs from nested coroutines
7 Years Ago
When loading the map from cache, prefabs spawn async to avoid stalling the client for a long time Cleaned up asset FileSystem_Warmup by removing unused code
7 Years Ago
Set nav_grid to false by default
7 Years Ago
Merged from ai_5
7 Years Ago
Merge from eac_api_2_1
7 Years Ago
More item description updates
7 Years Ago
added smoke effects to bradley treads