121,814 Commits over 4,048 Days - 1.25cph!
[D11][OFFSCREENPARTICLES] Particle prefabs have the added component to redirect the materials at runtime ( also the main camera ). This is automated so can be turned on/off globally.
[D11] Audio script to set everything to load in background with option to restore these if needed.
Billboard node (for foliage billboards)
Don't bother serializing parent & poolType in PrefabList.PrefabInfo (only used at runtime)
Fix for SceneLOD objects preventing monument decomposition/streaming
Don't create unnecessary empty decor objects
Scene setup.
Corpse flies improvements.
[D11] [Audio] Latest audio wrangler
[d11][Audio] Fixed sounds that were still streaming to 'compressed' in memory .
Powered & unpowered light groups.
[D11] [Audio] Latest wrangler scripts
[D11] [Audio] Latest wrangler scripts
[D11] [Audio] Fixes streaming audio to load in bg
[D11] [Audio] Fixes streaming audio to load in bg
[d11][Audio] Fixed format setting on audio clip AT9 Compressed mem
[d11][Audio] Some audio clips weren't set to AT9/Compressed etc. Fixed.
[D11] [Audio] latest wrangler scripts... that list only, dont make modifications for the mo
[D11][UI][#1867] fixed issue with death screen using wrong time value [#1653] fixed issue where wrong weapon name was sent [#2097] fixed issue where blank biome would be sent
Material naming caps cleanup
[D11] Latest wrangler script... disables any modifications the scripts might do for the moment... everything just lists potential problems.
FoliageBillboard placeholder
[D11][OFFSCREENPARTICLES] Iteration
[D11] [Audio] latest audio wangler
[D11] [Audio] latest audio wangler
[d11][Audio] Set compression quality to 75 from 90/100 across all audio files to improve memory footprint and mitigate samples that are now in memory.
Fixed NRE in WaterSystem.GetHeight when no ocean
Set procedural terrain.drawInstanced to false
[D11] - Cosmetic updates to In-game UI
[D11] fix for some occlusion culling bounding boxes being wrong (see notes in MeshOccludee), and fix off-by-one in compute shader which meant one lod too high was always sampled when the onscreen aabb was 1 pixel or more, this seems to improve the number culled by ~5-10%.
[D11] [Audio] Latest audio wrangler
[D11] [Audio] Latest audio wrangler
[d11][Audio] Set more files that shouldn't be streaming to 'Compressed in Memory' set compression to 75 instead of 100 on both platforms.
[D11] [Audio] Latest audio wangler scripts
[D11][#2214] fixed issue with light hint
TOD_Sky.Instance.IsNight => Rust.Env.IsNight
GetIdealNearClipPlane no longer needed
Changed Sky Dome prefab to Scene Setup