126,618 Commits over 4,109 Days - 1.28cph!
Underwater foliage spawn files/properties
Underwater plant art files (models/textures/mats)
compound bow functionality
compound bow functionality baseline
updated lods, added worldmodel prefab, nudged draw bow sounds
tweaked ironsight to match anim better,
added sounds and anim events,
updated skinning of strings,
updated prefab
[d11] add a rough integration of the MiniUDP library (needs optimisation), just to try out, though it seems to work better than LLAPI.
Small tidy up to LLAPI stuff, there's no unsafe code any more. Increase packet buffer sizes as it's likely to run out during level loading.
Fixed previews not removed when switching types in workshop #RUST-72
fixed NPCVendingMachine sometimes becoming out of stock on server restart
[D11.AC] Quick fix for water/terrain rendering on PS4
[D11] Added new define D11_UNET in build defines, forceDebug=true to enable profiling, and message saying build complete!
[D11] Removed hardcoded IP address that somehow got committed?
[D11] Added define D11_UNET to allow switching between RakNet/UNet, also packet size changes and port change needed for xb1
super rough placeholder anims, initial setup of vm prefab & animator, parameters
fixed bug with plant age disappearing
display plant yield
NPC spawners at Outpost now properly respect ai.npc_enable.
WIP on cover points at bandit camp for NPCs.
Composter mesh and textures
Added runtime rust/standard impostor shader
aiming at plants now shows a bunch of information about their state
compound bow, lods and prefab
[D11] Fix for controller rotation on xb1, ortho basis matrix for xb1 added
[D11] Socket setup data for xb1
Grabbed relevant materials from
27740
Enabled gpu instancing on a few hundred materials
Fixed and optimized volume bounds att calculation
Removed fog volume radial distance option; always true
Added fog volume edge bounds attenuation, smooth fade-out at vol sides
Fixed fog volume clipping to background
ocean paths are now optimized and smoothed
ocean paths now shrinkwrap to the island based on depth and distance from terrain
two ocean paths (near/far) are generated and cached at startup (TerrainMeta.path.Ocean*)