130,119 Commits over 4,140 Days - 1.31cph!
Elephant grass & mountain cloud effect tweaks.
Subtracted changeset 8635
Properly fixed ocean water level
Added faster calculation path for colliders that are equal to their AABB to AddToWaterMap
Hemp copy & paste to procmap
Fixed climate script being stripped from servers
Don't spawn tundra field trees in the arid biome
Fixed crash when spawning block.halfheight (Unity 5.1 missing material crash)
Fixing/Diagnosing server BaseCorpse NRE
Fixed server NRE in ServerProjectileHit
Water mesh remake; now simpler and faster; now supports 256x256 resolution for central patch
Refectored water renderer; fixed issues with disappearing highlights, fog
Added and cleaned up preliminary terrain shoreline wetness from last week
Water fog fix from last week, now stable; replaced depth texture in global fog and TOD scattering
Refactored threaded simulation
Extra warning is primaryBody isn't set
Consolidated shoreline wetness into terrain layer and improved material params; edited defaults
Fixed issues across multiple water instances; fixed some bugs as well
Cleaned up shaders; fixed all remaining water rendering issues, except for SSAO on top of water
Added WaterLevel scene
Handle server is full properly
Shader variant updates
Editor item creation tool
Added wolf headdress model, textures, etc.
portable electrical generator model + materials.
A bunch of new ambient stings
Fixed deployable guide missing some of the mesh
Added deployable distance to Construction component for helk
Added native water simulation solver path; more lightweight threading; updated RustNative binaries
Shore wetness blend masking; integrated across relevant standard shaders, controlled by terrain material
Added underwater spec occlusion
Updated water prefab
Inventory contents contents
Item/container contents flags
Not Player Usable tag on collider objects - to make it so ent only 'usable' from specific point
Oiljack animations and prefab setup
Item containers can define the max stack size
Can define item defs to never drop a world model version
First version of an optimized custom draw call batching system
ItemDef - maximum draggable amount
Added selection history editor window
Unified itemicon's smaller icon
Show contents on vessel item icons
First pass at bullet flybys
Missing parentheses.. Doh
Updated quarry bucket collision
Added Oiljack gibs
gibs for mining quarry @helk
Also adding a missing texture for oiljack
Updated barricade.wood to use the generic texture atlas
Selected item HUD cleanups
Added AssetPool
Improved draw call batching
Updated building block prefabs to use draw call batching
Water Catcher loot panel wip
entity pie menu ordered properly
drinking direct from catcher
Fixed move back to catcher