115,417 Commits over 3,959 Days - 1.21cph!
Enable procedural instancing on blend shader
Log error when mesh used for instancing doesn't have read/write enabled
Ensure every prefab for instancing is warmed up in the editor
Add an extra slot to the clothing section of player corpse to account for backpacks
Fixed loadouts window not properly assigning loadouts when using the filter
Fixed not being able to equip parachute with surgeon scrubs, egg suit and ninja suit
Rust PVE mode (convar) now allows players to shoot NPCs
Mark every single building block mesh as read/write enable (NOTE: this cannot be merged to 2019!)
Merge from dof-leaking-fix
fix sound error when firing attack heli rockets
Add shader to InstancedScheduler (2021 prefabs not compatible with 2019)
Copy meshes into the single geometry buffer via a shader to deal with meshes with Read/Write disabled
changes to anim input and transition speed
added freefall chute open left & right to player animator blendtree
Fixed some ticketed FX issues on the Oil Rigs.
S2P'd both.
deleted homing missile launcher world model rig fbx as it isnt needed
edited homing missile launcher entity prefab and override controller
Added dof_squeeze and dof_barrel convars to control anamorphic bokeh
Added anamorphic bokeh squeeze and barrel distortions
gingerbread building skin models/LODs Gibs and colliders
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manual merge from mirrors branch (2020), need to fix shader compile error before I can test prefabs
Fixed depth-of-field sampling leakin/haloing focused edges into a blurred background
added homing missile
lods, textures and materials
Don't serialize forceAcceptAmmo no attack heli turret
Only call SetScriptingDefineSymbols in BuildAssetBundles if current defines and target defines are different
merge from chinook_ground_fx_fix
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Potential fix for composter fertilizer NRE
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Moved parachute canopy visuals to client-side only GameObject
Move parachute world colliders to server side only GameObject
Fix start vertex of multidraw being incorrect
Some cleanup
Merge Main -> Experimental
Fixed tugboats not drifting if they had deployables or doors.
Tugboats now also check On state and don't drift if engine is on (though this was already very unlikely to ever happen).