201,214 Commits over 4,171 Days - 2.01cph!
Automated Linux DS Build #86
Refactoring player classes to start to make NPCs. Decoupled NetworkPlayer. Probably bugs.
* Fixed some NPCs not leaving bodies behind
Automated Linux Build #87
Automated Windows Build #87
Automated Linux DS Build #87
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Automated Windows Build #88
Automated Linux Build #88
Automated Linux DS Build #88
Fixed a few more server exploits
Automated Windows Build #89
Automated Linux Build #89
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Automated Linux DS Build #89
Automated Linux Build #90
Automated Windows Build #90
Automated Linux DS Build #90
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autoturrets won't shoot back at other autoturrets (hopefully)
autoturrets can't be placed completely under water anymore
Creating imporved player.
Autoturret nobuild volume no longer reaches beneath the turret (RUST-347)
Skip rivers in underwater shader due to (#294); needs proper river bounds for underwater treatment
Switched overlay specials to use the hud cameras
Network read/write optimizations
Changed number of border mesh rings to 64 to improve per-vertex scattering calcs (worth extra triangles); updated Water prefab
Tiny water vertex shader optimization
Moved camera near plane corner computation code to MainCamera.cs and Camera.cginc; added latter
Moved scattering code to relevant TOD shader includes
Fixed underwater mask in GL/OSX
Updated config with correct transition names
starting to be happy with procgen larger formation spawn rules
generic rock prefabs update
A bit of progress on the player refactor.