255,952 Commits over 3,990 Days - 2.67cph!
- WIP DataVisualisation test
- Goal data tweaks
A bit of progress, figured a few things out.
Updated controller
Fixed character switch issue
Automated Linux DS Build #92
Automated Windows Build #92
Automated Linux Build #92
rcon.port defaults to the same as game port if not defined
rcon.ip defaults to any if not defined
Automated Linux DS Build #91
El cheapo particle scattering/fog
Automated Windows Build #91
Automated Linux Build #91
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Tweaked compilation path exclusion list across all standard/rust shaders
Tree benchmark scene
Tree culling and LODing optimizations
Tree quality convar
resaved stairs roots 1 texture
added above changes, removed old files, created new stairs roots shader and textured stairs roots, textured stone floor and tweaking materials, finished grass, working on stones
removed old stairs roots textures
baked vertex lighting out on stairs roots and textued
finished grash mesh and textured
textured floor stones
New Bear and latest human assets
New Bear assets, still very WIP
Nothing really new with human but updated export script and this is the latest export with it.
Cowboy - select breathe & ready anim
Cowboy - Updated select breathe, Added ready anim
A bit of progress on the player refactor.
starting to be happy with procgen larger formation spawn rules
generic rock prefabs update
Updated config with correct transition names
Fixed underwater mask in GL/OSX
Moved camera near plane corner computation code to MainCamera.cs and Camera.cginc; added latter
Moved scattering code to relevant TOD shader includes
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
Network read/write optimizations
Switched overlay specials to use the hud cameras
Skip rivers in underwater shader due to (#294); needs proper river bounds for underwater treatment
Autoturret nobuild volume no longer reaches beneath the turret (RUST-347)