202,078 Commits over 4,171 Days - 2.02cph!
Chase cam super smooth now
Basic cockpit cam that works, but no spring forces anymore. Car audio removed for now.
Disabled caves (postponed due to performance issues)
Network++
Save++
Fixed delayed network group subscription when spawning as sleeper (caused delayed entity loading)
Cave 7 missing tunnel segment
OSX workshop crash fix (speculative)
Fixed some workshop item diffuse textures having unused alpha - which is confusing skinners
Deprecated brdf-embedded cloud shadows (move to shadow/post)
Reduced reflectance micro-occlusion to 3% of range (closer to unity baseline)
Players in limbo (server join without a sleeper) are in group 1 (instead of null)
Network++
Show workshop weapons in player model's hands
Moved hair/eye data to Human out of HumanView
Tracker portrait first click selects, second click follows
Morte posix compatibility
Updated AI - can slow to target
Handles short paths correctly
Added support for registering any game object as a prefab at runtime (so we can pool runtime-generated objects)
Terrain + terrain-blend shader (non-pvt) optimizations; up to 2x faster on max settings
Changed parallax step adjusment from mip to distance + view vector
Touched all rust/std shaders
Added pooling for the conditional models of buildings
Updated Unity PostProcessing stack
Added Unity NavmeshComponents
DynamicDOF, MoodOverlay support new PP stack
Refactored some options stuff to support the new post processing stack
Merge stuff
Final dockwalls - models/LODs/Cols/Prefabs
Cherry picked terrain shader optimizations
17230
Fixed broken rocks
Added optional double sided lighting activated by RUST_STD_DOUBLESIDED (cloth only for now)
Can clear/set textures to "none"
Added fuzz options for cloth shader (turning fuzz to 0 enables spec color)
Added emission options
updated LODs so you can see barrels from farther away
roadsign armor jacket now requires roadsigns
added procedural junkpiles that spawn in fields
merge into prerelease
protocol++
Removed pathfinding asset
AI trucks have ghost mats
cctv camera/targeting computer now recycle into techparts/hqm
removed ammo spawns from loot crates (more of everything)
added recycler to radtown3
added small refinery to radtown 3
added another recycler to airport in a hangar
fixed inaccessible recyclers
recyclers process every 5 seconds (was 3)
hazmat stuff uncraftable (for now)
components max stacksize increased
protocol++
Wrote a smooth alternative spring-like implementation for the vehicle cockpit view, removing the need for a rigidbody. Note: Only works perfectly in true CLIENT mode.