127,278 Commits over 4,109 Days - 1.29cph!
Parachutes will no longer treat a collision with an explosive as a crash, grenades bounce off and satchels stick
Fixed keycode entry UI sometimes showing up when it shouldn't be in modular car interactions
Merge Attack Helicopter -> Main
Make a `ProceduralSetup( VertexInput )` method that gets put before `InstancedSetup()` in the shader
Only enable procedural instancing keyword on materials used with instancing
Fix multi compile in the wrong place in the shader
Fix instancing keywords not being present in the instanced rendering method
"Clean" up the shader a bit
added launcher .item, prefab updates
launcher prefab updates, added .viewmodel prefab (WIP)
Fix shader for procedural rendering, verticies and indicies seem right now
launcher file/folder setup and edits, base vm rig files & .entity holdtype
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merge from tests/entities
Set door collider to convex to prevent error spam
Default clan score to 0 in DB, no point being null
Enable saving on armor entity.
Don't disable saving on armor entity in code.
Consume item.
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Added HotAirBalloonEquipment.
Armor is now a HotAirBalloonEquipment.
Handle adding/removing equipment entities.
Base functions for modifying stats.
Removing several temporary build debug logs
Fixed SeparateLinuxBuild in case we need to use it again in the future
exported homing missile launcher hold type idle pose and setting up in unity
Change Vertex & Index buffer to StructuredBuffer type
Use global shader keyword `RUST_PROCEDURAL_INSTANCING` to enable procedural rendering
Apply procedural rendering to UnityStandardCore deferred shader
RPC string manifest debugging
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merge from terrain-texture-lod-fix
Gib spawning without parenting.
Added HotAirBalloonArmor class and re-setup the prefab using it.
Fixed UV scroll stretching due to precision issues in standard shader set
Fixed terrain texture detail progression via shader quality