198,618 Commits over 4,140 Days - 2.00cph!
Terrain splat vfx optimization WIP
WIP vehicle damage texture
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block player input on crate_mine
Disabled saving on Rust.AI animal agents
Re applying all prefab references again.
Updated decal material conversion tool
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Fixed backgrounds not being "smooth" with the recent changes
Fixed Undo & Cleanup panels in Utilities becoming blank after spawnmenu_reload
controlpanel.Get will no longer return panels that are about to be deleted (in the next frame)
shadow rendering doesn't crash when it encounters a null renderable
Added filename to "steamworks.DownloadUGC: Failed to read addon file" console message
Fixed missing references in foliage benchmark. All benchmarks should run without error now.
Cherry pick fixes - Serverlist changes, Translated Steam error code 6, base64 decode fixes, duplicator/constraint fixes
Cherry pick fixes - Serverlist changes, Translated Steam error code 6, base64 decode fixes, duplicator/constraint fixes
merge from tc_stacking_deploy_fix
Various small changes to car physics and masses, mainly to fix the issues with driving up hills
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Parent players in flatbed portions of cars to the car and not the module. Not sure if this will fix the sleeper issues but seems worth trying
fixes for occlusion (was missing a GL.GetGPUProjectionMatrix and using degrees where radians were required)
also fixed up debug drawing and exposed a couple more tuning variables
Fixing vehicle decay still assuming that a dead vehicle was fully destroyed
To fix the problem of vehicles rolling to well, remove the previous drag system and insert a new one
fix for asset bundle build
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Added voiceprops inventory config
Player>terrain surface effects WIP
update barricade materials
barricade prefab/collider, lod setup
Replace rethrow with a debug log