201,692 Commits over 4,171 Days - 2.01cph!
concrete_g textures
Harbor1 backup, some more work on dockwalls
Merged Unit info and effects stuff into the tribe tracker UI widget
RUST-1432 Falling in cave 8 terrain fix
RUST-1431 Falling in cave 6 terrain fix
RUST-1426 notch more draw distance to mil tunnel light sources
Monument doors are slightly wider/taller
Added start / end points to path
Vehicle movement smoother/more accurate on client
Vehicle smoothness experiments
* Added player.GetCount()
* monster_bigmomma can now be killed on maps that are not from Half-Life: Source
Automated Linux Build #465
Automated Windows Build #465
Experimenting with no rigidbody on client
Automated Linux DS Build #465
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