127,438 Commits over 4,109 Days - 1.29cph!
fnished the 3rd person medical syringe animations
changed autospawn/resources to autospawn/resource
protocol++
updated stone hatchet icon
Disabled terrain spec until the shader supports 5.0 deferred
Added SeedRandom.Wanghash
Fixed stone hatchet normalmap.
updated stone hatchet maps.
More work on AIObstacleMesh (almost done)
Fixed maximum jump velocity being faster than the last movement velocity
Optimized tree collision mesh files.
Removing generated textures from the colmeshes.
Optimized tree collisions by about 40000%
3rd person shitgun animations
Added better SSAO
Removed dynamic Z near from camera (leads to visible depth res transition with more intense SSAO)
Ifdef'd a bunch of shit that the server doesn't need to be fucking with out of PVT and Amplify Motion
Making some textures compressed
updated stone hatchet maps to be PBS.
updated player bota bag drink anim
tweaked stone Hatchet normalmap,
updated stone hatchet material
Create a bundle for each map
Create tier0 bundles
Fixed some meta file weirdness in the trees folder
Added some other missing meta files
updated stone Hatchet material.
deleted old stone hatchet materials
re-rigged stone hatchet view model with updated model
updated stone hatchet vm prefab
updated stone hatchet prefab
Fixed the inaccurate sand normal and heightmap.
Load bundles
Load prefabs from bundle
Deleted MenuBackground/Scene
Added new menu_background001 - uses SceneToPrefab
Load menu map from map bundles
Try to load active map from bundle
Stripped error reporting (until we can find a less shit solution for raven)
Fixed stone Hatchet prefab
Added Rust.Bundle.Prefabs.FindObjectsOfTypeAll
Started optimizing PVT shaders; split tile rendering into near/far
Started cleaning up PVT and derived terrain shaders; paving the way to standard/universal
Added first version of standard/universal shaders; still need testing
Moved some PVT shaders and includes around; nothing major
Fixed parallax seams on PVT shaders
Changed parallax distortion closer to previous setting (diff scaling)
Completed AIObstacleMesh (might still need some optimizations)
Terrain and scene file for Diogo.
Removed deprecated shaders; moving pvt shaders to play nicer with existing folder structure
Added standard/universal terrain shaders for legacy terrains; renamed existing to include procedural