31,204 Commits over 3,928 Days - 0.33cph!
merge into main
protocol++
reduce ambience emitter activation range a bit (better perf in areas with dense foliage)
Driftwood no longer spawns on rocks
AmbienceManager update tweaks
Fixed options opening with wrong tab selected
perf 5 displays frame time
Update AmbienceEmitters from AmbienceManager so we can leave emitter scripts enabled and use OnEnable to update emitter positions when pooling
Make sure all in world ambience emitters are flagged as static
Reapplied sky reflection hack to atmosphere shader
Time of Day update (directional scattering occlusion, cloud coloring parameter)
Fixed a number of issues with the cloud billboard textures
Replaced nearly all runtime Camera.main calls with MainCamera.mainCamera
Trying to get rid of phantom overhead; got rid of some Camera.main and Profiler.Begin/End calls
Fixed variable luminance in playermodel preview on Hapis (#661)
Fixed decals not getting cloud coverage shadowing on Hapis; now working in forward path
Cloud coverage path now completely excluded from all shaders when not in use (only used in Hapis right now)
Disabled/deprecated weather wetness layer (might become persistent and/or area based instead)
Fix for water depth-to-surface frame delay; ensuring proper water draw ordering to after camera is resolved
Tree and mesh quality in options go up to 200
Tree and mesh qualities > 100 no longer push back the culling distances
Nuked low quality version of skin shaders; only one full spec level for now
Bunch of material environment horizont occlusion fixes, and moved some to our rust_standard
Fixed some river segments failing to be added to the water map
Changed light shadow mask clone texture format to R32F
Fixed NRE in TerrainCollision
Slight animal count tweak
Added working player model prefab to playermodel scene
More sensible thirdperson defaults
Players stand in player perf scene
Fixed skinned clothing replacing skin textures
Fixed tshirt skins
Fixed knockers not censored in inventory menu
Censor switching happens immediately (instead of needing the model to be rebuilt somehow)
Removed steaminv.del outside of editor
Fixed missing albedo / alpha on decal_footprint_human_bare_snow_right
Spawn populations can choose whether to scale with the world size or the filtered spawn area
Animals, loot barrels and ores scale with the world size instead of the filtered spawn area (easier to balance)
Loot barrels always spawn individually (no clusters)
Added spawn.report console command (prints basic spawn handler report)
Added warnings when trying to parent entity to itself
Added warnings when trying to parent entity to its child
Fixed C4 parenting to its own child
Reduced clipping on metal plate torso
Rock cull distance tweaks (RUST-626)
dof_blur, dof_aper now saved vars
Fixed stack overflow when ShouldNetworkTo'ing self
Thirdperson:
- rotates around bones, locally
- cambone var defines which child bone to rotate around
- mwheelwheel zooms in and out
- rmb + mwheel changes fov
Console System handles Vector3 properly
DOF: if looking at an entity with eyes, focus on them
Parented eyelids to eye bones