134,210 Commits over 4,444 Days - 1.26cph!
More 2018.1 shader updates; fixes shadow related shaders errors when using torch
Touched relevant shaders
NPC turrets no longer allow any other type of NPC close to the Compound, other than Scientists.
Small hostility check optimization for Scientists.
NPC turrets no longer target animals (just annoying).
Add safezone check to patrol heli.
another pass on out of bound abuse at compound
Fixed compound workbench not saving on server restart
Fixed lerp client time offset corruption when server timestamp goes out of sync (from low level CPU stalls that can occur on some managed hosts)
Another Compound out of bounds fix
Fixed deprecated api causing errors on il2cpp
compound tunnel A
scene2prefab
compound tunnel A improvements
scene2prefab
fixed checkpoint model LOD1 floating decal
compound tunnel B progress backup
compound tunnel B improvements
light overgrowth pass
scene2prefab
progress backup / tunnel A scientists patrols
tunnel B scientists patrols
A and B lookat's
scene2prefab
Update prefab ID in DoPrepare instead of OnValidate
New electric poles / removed old meshes
Updated PCSS shadows to 2018.1
Fixed PCSS shadows for point lights + added blue noise
Leveraged PCSS and blue noise w/ TAA for smooth penumbra shadows
Fixed core/skin bug in normal blending
Touched relevant shaders
Fixed UV direction being wrong on all watch towers
Added padding polygon strip to sewer tunnels to avoid sky clipping through at lower quality levels
WTP terrain blend texture fix
Possible fix for cave spikes pit resetting last wipe
Hapis compound monument prep
Broken electric pole variant
Updated AO2/GTAO to latest; patched
Toggled downscaled AO mode; 2x faster, same quality
Viewmodel range AO tweaks
Electric poles / spotlight and snapped cable variants
Fixed AO flickering when both MB and TAA are disabled
Replaced old powerlines in the compound monument
Switched coverage queries to AsyncGPUReadback; enabled non-windows platforms (testing)
Renamed some Rust.Workshop script files so the file names are identical to the class names
Added String.ManifestHash (used instead of GetHashCode for the game manifest / prefab IDs)
CodeGen uses UNIX line endings instead of system ones
Rotated electric poles in the compound