123,194 Commits over 4,171 Days - 1.23cph!
LOD adjustments for broken wheel
Door hatches use batching
Door hatch movement script is client only
Door hatch movement script no longer uses InvokeRepeating
Fixed some graphics effects not actually toggling
Added back potato mode for terrain and objects; only active when shader level equals 100
Deprecated _NORMALMAP keyword; not used
Removed a few keywords in terrain related shaders
Stone pickaxe optimisation
Ceiling light prefab fixes (RUST-1523)
CraggyIsland cave updates
Explosives do all LOS checks before destroying any entities (RUST-1546)
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q no longer closes vending machine admin panel
added small light to vm screen
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properly detect player infront/behind of Vending Machine RUST-1553
re-instated wall.frame.shopfront.metal prefabs - Drawer item exchange shopfront
can rotate empty vending machines
Fixed local player not skipped in vis testing
vending machine sounds are serverside (everyone can hear)
vending machine has busy panel while vending
can only access vending machine inventory from rear
cannot lock vending machines (can't be used as safe)
protocol++
added automatic door closer
vending machine requires construction layer under it
phrases
protocol++
VM screen cycles available items (super laggy/unoptimized wip)
thrown weapons/tools jam door closer
m92 worldmodel anim tweaks
m92 worldmodel shell ejection improvements
new 3rd person flamethrower animations
added reload animation for flamethrower worldmodel
added new 3rd person player crossbow animations
rigged up worldmodel crossbow to play reload animations
double shotgun 3rd person player animations
improved worldmodel animations for double shotgun
eoka 3rd person player animations
added code to play 3rd person flint strike animation for eoka pistol
3rd person pump shotgun animation tweaks
Added mesh cache (GC free access to vertices, triangles, ...)
Added mesh container (simplifies using pooled lists for mesh building)
Retired mesh combine extension methods (use mesh container instead)
Added threading to foliage, renderer and collider batching systems
Eliminated frame rate hiccups from all mesh batching
Reduced dynamic memory allocations from all mesh batching
Mesh batching threading / coroutine optimizations
Eliminated WaitForEndOfFrame allocation from Parallel.Coroutine
Component world model setup
Foliage system optimizations
Fridge deployable textures, model LODs, anims, Prefabs
Fridge icon, colliders. prefab update
ItemScreenshot scene update