123,352 Commits over 4,171 Days - 1.23cph!
scene updated
scene2prefab
RUST-187 - oak_e missing billboards
swamp trees billboard mats tweaks
Bandit guards don't like players sleeping for too long.
Bandit guards don't like smoke grenades being thrown.
Bandit guard hostility tweaks.
L96 RGBa texture - moving from Rust standard to Core shader (can't seem to find the material change in plastic)
Fixed repair bench UI pooling issues
Update lootpanel prefab scene
Movement rules for scientists (stay close to spawn, etc).
Updated some spawn point at military tunnels.
Scene2Prefab Military Tunnels.
removed old unused ao and metalness textures for l96
Added impostor renderer for fast cpu-side drawing + attached to main camera
Updated impostor shader to support indirect instancing
Updated LODComp, RendererLOD and TreeLOD to support fast path
Created Impostor layer; enabled by default in camera (fallback)
Fallback to slow path when instancing unsupported
Moved all tree impostors to Impostor layer
[D11] Ping fix and exception fix
Fixed culling visibility toggle delay
Fixed errors due to missing meshes
Fixed server compile
Fixed fallback
Moved impostor batching code
Attempt at fixing impostor instancedata NRE
Ambience CullingGroup updates are needed much less frequently and are much faster when they do happen
Eliminate GC alloc in AmbienceManager.SortLocalEmitters
Improved new Scientist aim system
plastic finally allowed me to find the .mat change for the l96
[D11] Patch in the GetAddress
Tweaked movement restriction logic for Scientists.
Tweaked cover points at MT.
Tweaked spawn points at MT.
Scene2Prefab Military Tunnels
Proper fix for fastimpostor NRE
Slot machine , fbx and prefab set up, + arm animation.
WIP on getting Scientists ready for Cargo Ship.
[D11] Add BytesSentPerSecond and BytesReceivedPerSecond to litenetlib and hook them up
Fixed spinnerwheel quaternion related errors
[D11] [UI] wip changes to the notification areas aesthetics
Disabled fastimpostors on macOS until fixed
[D11] Handle the kick in litenetlib
Improved fastimpostors handling of fallbacks and edit-mode + small cleanup
[D11] Windows console server builds with IL2CPP backend on define, and no longer packages Steam DLLs with the build. Fixed Steam DLL name-mangling in Windows dev server build.
Cargo ship anchor conveyor / unique textures / LODs / prefab setup
Disabled occlusion culling on macOS until fixed
Added tree.meshes convar (limits the number of tree meshes to render, disabled by default pending testing in standalone)
Fixed serialization fuckup in MotorRowboat that could cause an NRE when switching CLIENT / SERVER in the editor
Disabled "MoveToContainer failed!" message
[D11] [UI] fixed a misplaced float causing an error in a server build
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Fixed enforced tree mesh count not resetting when changing tree.meshes back to 0