123,798 Commits over 4,171 Days - 1.24cph!
Console System handles Vector3 properly
Thirdperson:
- rotates around bones, locally
- cambone var defines which child bone to rotate around
- mwheelwheel zooms in and out
- rmb + mwheel changes fov
Fixed stack overflow when ShouldNetworkTo'ing self
dof_blur, dof_aper now saved vars
Rock cull distance tweaks (RUST-626)
Reduced clipping on metal plate torso
waterbucket baseline
waterbarrel
waterball
Added warnings when trying to parent entity to itself
Added warnings when trying to parent entity to its child
Fixed C4 parenting to its own child
Spawn populations can choose whether to scale with the world size or the filtered spawn area
Animals, loot barrels and ores scale with the world size instead of the filtered spawn area (easier to balance)
Loot barrels always spawn individually (no clusters)
Added spawn.report console command (prints basic spawn handler report)
Fixed missing albedo / alpha on decal_footprint_human_bare_snow_right
Removed steaminv.del outside of editor
Censor switching happens immediately (instead of needing the model to be rebuilt somehow)
Fixed knockers not censored in inventory menu
Fixed skinned clothing replacing skin textures
Fixed tshirt skins
Players stand in player perf scene
More sensible thirdperson defaults
Added working player model prefab to playermodel scene
Slight animal count tweak
Fixed NRE in TerrainCollision
Changed light shadow mask clone texture format to R32F
Fixed some river segments failing to be added to the water map
Bunch of material environment horizont occlusion fixes, and moved some to our rust_standard
Nuked low quality version of skin shaders; only one full spec level for now
Tree and mesh quality in options go up to 200
Tree and mesh qualities > 100 no longer push back the culling distances
Fix for water depth-to-surface frame delay; ensuring proper water draw ordering to after camera is resolved
Fixed variable luminance in playermodel preview on Hapis (#661)
Fixed decals not getting cloud coverage shadowing on Hapis; now working in forward path
Cloud coverage path now completely excluded from all shaders when not in use (only used in Hapis right now)
Disabled/deprecated weather wetness layer (might become persistent and/or area based instead)
Trying to get rid of phantom overhead; got rid of some Camera.main and Profiler.Begin/End calls
Replaced nearly all runtime Camera.main calls with MainCamera.mainCamera
Time of Day update (directional scattering occlusion, cloud coloring parameter)
Fixed a number of issues with the cloud billboard textures
Reapplied sky reflection hack to atmosphere shader
Make sure all in world ambience emitters are flagged as static
Update AmbienceEmitters from AmbienceManager so we can leave emitter scripts enabled and use OnEnable to update emitter positions when pooling
perf 5 displays frame time
Fixed options opening with wrong tab selected