241,443 Commits over 3,867 Days - 2.60cph!
disabling crunch compression on building parts texture atlases
disabling crunch compression on building parts texture atlases
Move screenshots to their own component
Add package layout sidebar
Refactor `InstancedEntityRenderScheduler` into `InstancedEntityScheduler` and `InstancedRenderScheduler`
First cleanup of code
All instanced rendering commands restricted to admins
Fix windmill scale being wrong as we weren't taking the full scale of individual MeshRenderers into account
3p torch, melee override updates
Cherry picked
83457 => Fixed deferred decal lighting
Cherry picked
78436 => Possible fix for vehicle window shader bug
caves modules re-lighting (and fixing some OP lights along the way)
Fixed Cliff_LOD shader pragma
Applied
83385 without water5 => Replaced unreliable ShadeSH* calls with our own AmbientLighting
Fix some shader warnings
Latest compiled shaders with DX11 + Vulkan
Applied
83295 without water5 => Fixed post-merge shader errors
Applied
83356 => Removed unused and broken dependencies from RustStandardShaderGUI
Cherry picked
83070 from diversuit => Added fresnel-style emission fade option to "Rust/Standard"
Ambient lighting reapplied (based on 83385)
tweaks to lighting prefab (floating prefabs)
Queue thumbnail build requests from native instead of doing it immediately (fixes "Reentrant call to CResourceSystem::BlockUntilManifestLoaded")
Can publish particles
Particle thumbnail/video rendering
Video step for model/particle upload
Api.Post calls progress
Upload page previews, progress
Remove video button
Run PutAsync in a thread so the stream reading doesn't wait between frames (faster uploads)
added some off lights to balance lit one on buildings
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merge from navmesh_spam_fix
Destroy stuck animals after failing to find valid navmesh 5 times in a row.
new textures for industrial light fixtures
updated meshes, added an extra LOD in the lod chain
updated related lighting prefabs
tweaked emissive in materials to relfect changes
Leaderboard backup, run #3865
Fixed normals missing entirely from rivers (and I think lakes)
Fixed diver torch animation transitions (set to 0 transition speed as the override changes immediately)
Refactored AddStartingFuel. And tell Tugboat to spawn without any fuel.
Use vehicle spawn points for tugboat instead of generic ones
- Added two spawners for tugboats to each of the two harbour monuments
- Made any static tugboats at existing harbour monuments look obviously sunk, i.e. non-operational
Weapon worldmodel LODGroup consistency pass. Applied to prefabs.
Fix mistake in texture attribute
3p torch updates, override updates
ShaderGraph: Initial support for vertex shaders. Some nodes wont be compatible in vertex shader yet. https://files.facepunch.com/layla/1b2011b1/sbox_H3xg9p6hOS.mp4
Prevent Building volume for the Cargo Ship. Branched for now until we solve the breaking ladder placement.