33,200 Commits over 4,109 Days - 0.34cph!
Added baked lighting to all player textures - materials should look way better in ambient light now.
Tweaked the skin lookups + materials to compensate for the new textures.
Repositioned female model to better fit the old rig - should fix some of the body limb issues.
Grass uses standard shading + specular / smoothness
Fixed overly bright sand footprints
Removed duplicate / unused footprint assets
Removed unused foliage shader from ancient times
Fixed terrain asset being constantly modified even when nothing has changed
Added server.idlekickmode
Added server.idlekickadmins
Wood armour pants don't clip through other clothing items
Stripped deprecated tree optimization code
Light test (env refl occlusion)
Fixed local player sometimes holding multiple weapons
Fixed double deploy warning
Fixed errors when running material_zoo scene
Material zoo nighttime parameters
Fixed everything being white in scene view on our main camera (maintaining identical visuals at runtime)
Fixed map overlay not preventing mouse buttons when open
Men have manlier eyelashes
eyelashes use standard shader
Light test 2 (env refl occlusion)
Material zoo AO apply method to post
Fixed missing FPS graph materials in standalone
Signs can be edited by the locker
Signs can be unlocked by the locker
Signs can always be unlocked/edited by admins
Fixed player preview refl probe interfering with global reflections
Reduced clipping on bone armour pants
Missing FPS graph shaders in standalone
Fix for RUST-681 (needs Scene2Prefab)
Femalehead.02 uses correct lods
Fixed the normals I just broke
Player model eye flicker
Player head faces the right direction, instead of 50% the right direction
Can enter codelock codes with keyboard
Codelock dialog show as stars instead of the code
third person camera doesn't go through stuff
Don't allow spectating self (!)
Parented eyelids to eye bones
DOF: if looking at an entity with eyes, focus on them
Console System handles Vector3 properly
Thirdperson:
- rotates around bones, locally
- cambone var defines which child bone to rotate around
- mwheelwheel zooms in and out
- rmb + mwheel changes fov
Fixed stack overflow when ShouldNetworkTo'ing self
dof_blur, dof_aper now saved vars