129,899 Commits over 4,140 Days - 1.31cph!
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Corn plant models, textures, prefabs
Added BasePlayer.MovePosition (for mods)
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Loot barrels visual upgrade + gibs
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Added back SSAO Pro with a few modifications; cmdbuf mode for ordering + couple more params + bug fix
Replaced SESSAO with SSAOPro for performance until we find something better
Added PVT cache compression for DX11 targets for reduced VRAM footprint and bandwidth savings
Added Test/Compression/BlockCompression scene for real-time texture compression testing
Added "teleport playerA playerB" and "teleportome player" console commands ("teleport player" also still works)
Renamed teleporttome to teleport2me cuz that's how 1337 I am
fixed some instances where the player's hand would unnaturally stick to the weapon when it shouldn't be.
fixed error spamming about "Animator not initialized" when animals are killed.
added idle relax gesture for pistol
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Improved collisions on stairs and covers around quarry and pumpjacks so you do not have to jump
Updated the static mining quarry foundation to our new ones
Moved SSAO Pro one folder back
Fixed SSAO Pro component missing in Main Camera; restored settings
Updated remaining barrels prefabs, oil barrels have labels
Fixed terrain base map generation in d3d9 + other minor stuff
Added and assigned shader slots for ssao; testing on dev
Fixed Rust/Standard BlendLayer shaders in d3d9
Fixed having to press refresh to get a server list after switching to server browser
added a 3rd person idle relax gesture for the 2handed sword
forgot boonie mat change :P
Added client.fps and server.fps console commands
No longer make all admins female (added dev.gender as a replacement for testing)
Some final touches on barrels, for now
Fixed player shadow lagging behind, which made first person feel weird and laggy
Standard shaders: moved detail mask into Detail Layer
Standard shaders: reordered some layers to fit rust/standard ordering; top-underlayer, bottom-overlayer
Standard shaders: first version of standard dirt layer; cloth shader only for now
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Cloth shader: defaulted dirt mask to white
Cloth shader: added uv separate uv controls for mask and layer
Cloth shader: added fuzz attenuation based on dirt mask
Fixed missing dirt mask errors in shader gui
Fixed campfire smoke soft particle settings; was causing too much transparency / clipping
Added proper overlay UI layer that's above all other HUDs, visible if any other HUD is visible
CommunityEntity.FindPanel now uses hierarchy-based paths
Clean slate spawn tables. Distant elephant grass no longer parties like it's 1999.
Alpha'd tree branches no longer turn invisible at a distance. Yellow bushes for yellow grass.
Taming that crazy overexposed lighting, part 1 wip.
Twilight atmospherics, terrain wetness and water tweaks.
Atmospherics, camera, driftwood and terrain tweaks. Added visible spec to matte rocks (so next-gen)
tweaked some of the stag animations
tweaked the relax gestures for the 2handed sword and the rpocketlauncher
smoothed the transition blending for the jumping animations
Specced up mushrooms. Twilight+night atmospheric wip.
Increased distance before which sign.huge.wood is culled
Fixed SSAO Pro meta file, reassigned to camera; rolled back some test changes