123,978 Commits over 4,171 Days - 1.24cph!
more save/load NRE checks
Industrial structures - interiors extra LOD level
xylophone player anims and override controller
Generated prefabs for skin variations
[D11] 38 vertex shader LODs added to compound scene assets
[D11] - Launch site and Compound object removal/scene to prefab/updated game manifest
subtraction of subtraction
[D11] Added server chatbox output to show when players are enabling god mode or noclip
Disabled probe volume stuff
All facial detail skins converted
[D11][UI] Adjustments made to the ranged weapon panel and the attachment panel for the selected item
Temporarily enabling read/write on some model importers
[D11] [UI] Speed up hud visibility changes.
[D11] + Airfield object removal/scene to prefab/updated manifest
set up all make skin and variants
Fixed missing terrain in low settings
Updated benchmark.dem (shorter, simpler demo)
[D11] Translation Additions
Updated benchmark.dem (shorter, simpler demo)
[D11] Server startup complete Rustworks telemetry event.
Industrial structures - all buildings baked LOD rework
Temporarily enabling read/write on some model importers
[D11] + Harbour 1 object removal/scene to prefab/updated manifest
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[D11] Paul new anti-cheat code based on speed rather than distance. Not fully tested yet.
Added Entities packages, some Entity conversion utilities and done a quick performance comparison...
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[D11] Fix for Blue Barrel brightness
[D11] Fix for supermarket counter being too glossy
[D11] Upscaled some textures that have texture streaming mipmaps enabled
[D11] Fix for spherical tank SLOD being hidden
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Fix vehicle garage null ref on panel close
Merge from Main -> Vehicles
Hide damage FX when engine is off