115,315 Commits over 3,959 Days - 1.21cph!
Changed background scene into a scene2prefab
Stripped out ravenclient - was causing freezes, slowdowns, find better solution
3rd person shotgun animations done
Switching standard/terrain shader spec to physical-based params; Fixed a few issues
Preparing "Rust/Standard Legacy Terrain" for Petur's tests & feedback
adjusted the shotgun_wm model so it aligns properly with the 3rd person animations; added bota bag to the mecanim layers
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
Terrain and scene file for Diogo.
Completed AIObstacleMesh (might still need some optimizations)
Changed parallax distortion closer to previous setting (diff scaling)
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
Added Rust.Bundle.Prefabs.FindObjectsOfTypeAll
Fixed stone Hatchet prefab
Try to load active map from bundle
Stripped error reporting (until we can find a less shit solution for raven)
Deleted MenuBackground/Scene
Added new menu_background001 - uses SceneToPrefab
Load menu map from map bundles
Load bundles
Load prefabs from bundle
Fixed the inaccurate sand normal and heightmap.
updated stone hatchet prefab
updated stone hatchet vm prefab
re-rigged stone hatchet view model with updated model
deleted old stone hatchet materials
updated stone Hatchet material.
Fixed some meta file weirdness in the trees folder
Added some other missing meta files
Create a bundle for each map
Create tier0 bundles
updated stone hatchet material
tweaked stone Hatchet normalmap,
updated player bota bag drink anim
updated stone hatchet maps to be PBS.
Making some textures compressed
Ifdef'd a bunch of shit that the server doesn't need to be fucking with out of PVT and Amplify Motion
Added better SSAO
Removed dynamic Z near from camera (leads to visible depth res transition with more intense SSAO)
3rd person shitgun animations
Optimized tree collisions by about 40000%
Removing generated textures from the colmeshes.
Optimized tree collision mesh files.
Fixed maximum jump velocity being faster than the last movement velocity
More work on AIObstacleMesh (almost done)
updated stone hatchet maps.