108,632 Commits over 3,867 Days - 1.17cph!
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Added clientsideEffect and clientsideAttack flags to projectile (for non-authoritative projectiles)
Fixed NRE in projectile prediction if non-authoritative
Explicit case for fake projectiles with a penetration power of 0
ST: reverted billboard vface compensating for inverted orientation
ST: updated all materials
Projectile prediction tweak
Entity attachment positions
SpeedTree update script fixes
PVT: fixed addressing when using certain non-square caches
PVT: fixed bug in lod computation causing low res mips up close
PVT: switched back to rendering diffuse and normal pages in single pass
PVT: adjusting virtual texture size (and re-init) on quality level change
PVT: fixed virtual texture size computation in low-res quality modes
ProjectVersion and ProjectSettings updates
Deferred decal updates for 5.2
Deferred decal support for deferred reflection probes
Deferred decal support for SH9 ambient light
Deferred decal support for emission maps
Fixed Mono.Cecil shenanigans
removed footstep fx from concrete/dirt/forest/grass/metal/tundra/wood but left the prefab so triggers still sound.
added stone mesh particles to replace sprite sheet.
removed alternate impact blunt fx's
Reload sounds from other players are audible.
Tweak crossbow reload sounds to match updated animation.
Water treatment plant, early work
Viewmodel fixups, unification
updated overlay_bleeding_height map to Petur's superior version.
Fixed server compile error
Added ghetto-ass support for normal mapped screen overlays
updated overlay_bleeding maps.
Moved water depth and post opaque to CameraEvent.BeforeReflections (deferred)
Tweaked underwater terrain spec/refl occlusion
Added projectsettings analytics stuff that 5.2 keeps generating
Updated standard and speedtree shaders with latest changes
Renamed Rust-Deferred to Internal-Deferred (default)
Removed Mono.Cecil.dll (seems to be included now)
Updated Mono.Cecil.Mdb.dll to latest
Tweaked quality settings: Simple to 1/2 res textures, Fast to 1/4 and Fastest to 1/8
Updated current version
Updated ironsights to use new system (so some of them might be wrong)
EffectRecycle optimizations
Reduced maximum time per frame to use for clientside network message processing some more
Performance.memoryAllocations is stored as megabytes
Building skin changes are deferred and load balanced to reduce framerate hiccups
Powerplant lootcrates placement, statics
Prevent building volumes
Reticle position, shader, sprite
Mask Clear shader
Train crane collision - missing pipe collision detail
Reduced maximum time per frame to use for clientside network message processing
Monument loot spawns are allowed to spawn underground if their spawn point is inside of a terrain carve volume
Trainyard terrain fixes, missing collision, water tower col adjustments
Scene stuff. Missing strobelight mats.
Added support for terrain offset to monument and mountain prefab scenes
Crystal mat tweaks, because fog. Scene stuff wip.