125,571 Commits over 4,171 Days - 1.25cph!
Fixed potential NRE in water culling volumes
Fixed RendererLOD to ignore impostors for mesh batching (still hw instanced)
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Merging global fixes from bandit_town
Avoid deleting components from Scene Camera to avoid circular dependencies; disable instead
[D11] Try building assets for StandaloneLinux64 and output message in client failure to teams
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added team invite/disband/accept/reject/create team functionality
must be standing next to a player to invite them ( +use on them )
teams save/load properly
added UI for team actions
new nametags for non team members have occlusion by solid objects
swamp_a, b, c baseline scene files
Updated wooden walkways and cabins with new textures and meshes
Updated spawn.v2 prefab to enable trees spawning in the swamp
swamp_a initial terrain sculpt backup
c4 updates merge from New c4 branch
jackhammer anims & controller updates
plant fbx resized 200% and pivots fixed
swamp_a fully automated splat painting test splat files
kettle/milkchurn/moonshine bottle pivots fix
clothing fbx position and pivot fixes + towel mesh fix (the mesh basically had to be rotated to look correct but alas, no more)
swamp_b terrain sculpting + automated splats
Prefab stuff for Rust.World
Bandit town progress backup
promote to leader functionality
convar to disable teams (maxteamsize = 0)
proper invite text and notification
finalized UI art
team members show up on map
skin approval
fixed drink/eat not always working bug
removed 950 debug.log calls
profiling
fixed max range for teammates
buckle up - merge into main
watchtower deployable
teamui fix
Fixed NRE in scene-view camera components (editor-only)
hide accept team panel when accepted
Updated/fixed global fog support in water shaders
Atmosphere volumes (wip)
more NRE fixes
clear pending team if acceptance fails
watch tower is researchable
watchtower cost increased