193,766 Commits over 4,079 Days - 1.98cph!
Removed FoliageRenderer class as it doesn't seem to be used any more...
wrapping up remaining caves scene terrain rework
[D11] Altered the size of the Prevent_building blocker in powerplant [D11][#3643] Fixed control issue with multiple users on ps4
█▆▄▊▊█▆▋ ▅▌█▆▊ ▆▅▋▅▌▇█▅ ▇▅▋▅▇▆▊
[D11] Multiple Z fighting fixes at the Launch Site
Added menu item to reimport compute shaders
Split textures up slightly because it's 2020 and you still get texture corruption in Unity if a bundle is over 4gb
▇▍▉▍ ▄█▊▋ ▅▌▉ ▍▅ ▅▉ ▋▌▍▅▇ ▄█▋▍█▅▇▊
Fixed a bunch of issues, almost all working.
Switch to DirectX12 on XB1
Turn off shadow casting on decal shader
Turn off old legacy pipeline camera components and old decal system
Simpler fix for server shader stripping
[D11] Only strip shaders on CLIENT
[D11] Fix to visible gap in mesh at Sewers + another z fighting material
[D11] + Fix to remnant_container_6x4 culling at LOD 0
Fixed calls to native code
[D11] Increased default joysticks deadzone to 0.3
[D11] Gas Station Gate Door position fix
Workaround for DX12 BRG limit
Added BelowMinimumSaturationTriggerLevel and AboveMaximumSaturationTriggerLevel to PlanterBox, for electrical use later on.
[D11] Server asset bundle build time optimisation.
[D11] Updated signal grenade particles.
[D11] Fixed LOD issue on junkpile_b.prefab
Added availableIdealWaterCapacity, availableWaterCapacity and idealSaturation to PlanterBox. These are used to determine how much more (if any) water a planterbox needs to receive in order to bring it to the optimal saturation level for growth (and not over).
Fixed Spawn / SetParent order in BaseVehicle and MotorRowboat ("changing network group to null" warning spam)
[D11] Unchecked PS4 override for flashlight texture. Likely cause for PS4 flashlight being pixelated
[D11] Portacabins vertex colour fixed
Correctly link items and their entities when loading from save
▉▉▅▄▊█▇▊ ▅▄▍▍ ▅█▅▋▇▄▇ ▍▌▉▇ ▋▆▊▌▌ ▊▅▉▌▄▊▉
▊▋▋▄▍ █▋▅ █▋▆▋▉▅▉▋ ▇▉ ▅▉▄ ▅▇▌▄▊█
▄▄▉▅▌ █▌█▄▊ ▄▇▉▄ ▇▌▄▍▌ ▆▊▅█▅▆▌ ▅▉ █▇ ▍▄▇'▍ ▊▅▍▊ ▇▆ ▊▋ ▉ ▄▇▆▊█▊▆ ▇▌▅▇▋ ▍▊▇▌▍ ▇▇▍▊▊
Make sure vehicle is freed correctly if vehicle lift is despawned
▉▍▋▊▋▋ █▊▍▇ (▉█▋ █▋█▉ - ▌▆▆▉ ▄▄▄▄ ▇▅▉▄ ▉▋▇▆▉▌▉)
▄▇▋▌/▍▅▄▆▊▉▄▉▍ ▆██▅▋▅ █▍▊▉ ▇▉▌▉▇▉/▅▅▅▉▅█▅▅▇/▇▇▄▋▇▉▆▉
Updates for the change in deployed vehicle lift prefab name
Merge from CraggyEaseOfUse -> Vehicles
Move BYPASS_PROCEDURAL_SPAWN_PREF out of server define
Merge from CraggyEaseOfUse -> Vehicles
Merge from Main -> Vehicles
Added Rust Editor window option to bypass procedural spawn and directly use "spawnpoint" tagged GameObjects. Automatically clears the setting if the loaded scene changes
Set Craggy back to daytime