108,633 Commits over 3,867 Days - 1.17cph!
Diagnostics when building game manifest
Native update; more safeness for devreq
Fixed PlayerInventory.GetAmount NRE
Don't fall back to concrete particles if no particles can be found
Don't fall back to concrete decals if no decals can be found
Don't try to spawn effects if empty string / null is passed as the effect name
All footprint decals apart from the Boar
Fixed perf issue in WaterEx.Update; added River tag
Added more profiler sample tags
Shadow casdade/distance options
Reorganised options screen (still shit)
Changed BaseMelee distance check to entity API
Fixed in-editor resource gathering
Slight changes to the Oiljack L3
Stairs gib models, prefab setup
Bug reporter, report errors
Pumpjack and quarry batching
Building Skins Interior blocks and wallpaper/floors carpet example textures
Oiljack LOD Atlasing (on L3)
Melee cloth impact sounds
Rock weapon strike sounds less like a land slide
Super distant gunshot polish/consistency pass
Salvage ice pick deploy sound polish
Construction and upgrade sounds, first pass
Bullet ricochet sounds, first pass
Survey charge sounds, first pass
blunt/stab/slash impact decals
snow impact effects no longer look like tiny geysers in shadow.
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Refresh batched collider after building block rotation
Various building exploit fixes
Moved second cupboard collider to the prevent building layer, as is tradition
Quarry LOD Atlasing (on L2 & L3)
Quarry ladder optimizations, prefab update
Go easy on water local refl gap reduction to reduce back tracing issues
Moved relevant native interop call declarations to RustNative/Managed/Graphics.cs
Updated native code to match changes to Unity's plugin event handling; gets rid of warning
Updated native builds with latest changes; incremented version in selfcheck
Moved options to main menu (this will get better)
Prevented UI accidentally dissapearing when jabbing F keys