192,970 Commits over 4,049 Days - 1.99cph!
Water shader additions, wasn't worth it.
[D11] [Audio] Latest audio wrangler
[d11][Audio] Fixed sounds that were still streaming to 'compressed' in memory .
Powered & unpowered light groups.
[D11] [Audio] Latest wrangler scripts
[D11] [Audio] Latest wrangler scripts
[D11] [Audio] Fixes streaming audio to load in bg
[D11] [Audio] Fixes streaming audio to load in bg
[d11][Audio] Fixed format setting on audio clip AT9 Compressed mem
[d11][Audio] Some audio clips weren't set to AT9/Compressed etc. Fixed.
[D11] [Audio] latest wrangler scripts... that list only, dont make modifications for the mo
[D11][UI][#1867] fixed issue with death screen using wrong time value [#1653] fixed issue where wrong weapon name was sent [#2097] fixed issue where blank biome would be sent
Material naming caps cleanup
[D11] Latest wrangler script... disables any modifications the scripts might do for the moment... everything just lists potential problems.
Updated Gluon Gun world model to better align it with aim angle and add a muzzleflash attachment to fix the effects
Gluon Gun's sprite effect works in not multiplayer too
FoliageBillboard placeholder
Move hr_massive overrides to correct folder
HL1 first person muzzleflashes work
Fixes for missing legacy muzzleflashes
Newlines for some sent_manager warnings/errors
[D11][OFFSCREENPARTICLES] Iteration
Fixed NPCs not being able to shoot weapons with recently changed world models
Removed boundaries to island, water kills anything that touches it.
[D11] [Audio] latest audio wangler
[D11] [Audio] latest audio wangler
[d11][Audio] Set compression quality to 75 from 90/100 across all audio files to improve memory footprint and mitigate samples that are now in memory.
Fixed NRE in WaterSystem.GetHeight when no ocean
Set procedural terrain.drawInstanced to false
[D11] - Cosmetic updates to In-game UI
[D11] fix for some occlusion culling bounding boxes being wrong (see notes in MeshOccludee), and fix off-by-one in compute shader which meant one lod too high was always sampled when the onscreen aabb was 1 pixel or more, this seems to improve the number culled by ~5-10%.
[D11] [Audio] Latest audio wrangler
[D11] [Audio] Latest audio wrangler
[d11][Audio] Set more files that shouldn't be streaming to 'Compressed in Memory' set compression to 75 instead of 100 on both platforms.
[D11] [Audio] Latest audio wangler scripts
[D11][#2214] fixed issue with light hint
TOD_Sky.Instance.IsNight => Rust.Env.IsNight
GetIdealNearClipPlane no longer needed
Changed Sky Dome prefab to Scene Setup
Added Rust.Env
ESPPlayerInfo gets time from Rust.Env
Disabled broken grab pass in background blur ui