108,603 Commits over 3,867 Days - 1.17cph!
Undone changes to UIScene
water catchers 2.0 - models, textures, mat, lods and gibs
Allow inspector serialization of Vector2i and Vector3i
Added Vector2b and Vector3b
Scale fps.graph to fill the entire screen in x direction
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)
tracers effects are scaled based on velocity
Fixed radtown barrel spawners spawning spawn handler entities
Fixed server not compiling
Stats stuff
Even better without missing materials
The glorious return of fps.graph
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
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
Default project settings missing CLIENT
Add concmds to the global namespace if no conflicts (ie you can now call "fov 75" instead of "graphics.fov 75")
No shooting from ladders
Hardcoded viewmodel lower degrees ( so you can actually tell the weapon is lowered)
Fixed NREs in MaterialConfig
Can't place ladders inside ladders
Attempt to stop Canvas.BuildBatch taking 4ms per frame
Shaders and Asset Bundles... fucking unity