240,489 Commits over 3,867 Days - 2.59cph!
[D11] Fixed Vertex colours on warehouse_large_shell.fbx
[D11] Added define around ContextMenu.FrameUpdate to prevent call to DateNow.Time every frame
Fixed terrain blend sampler issues
hose vm rig, vm prefab, entity update
[D11] Further Material changes to fix Z fighting
[D11] RT debug checks & fixed a shutdown leak.
SavasIsland_new topology painting backup
SavasIsland_new splat painting backup
Switch Unity to UnityVersion
403 return to the right page instead of the error page !
Return 404 if page not found
Toggled import read/write on splat rocks
[D11][#3295, #1137] Replaced fire/smoke particle systems for torches and campfires. (Additional Debug.Log optimisations to prevent console spamming.)
[D11] Further Z Fighting Fix. Missed a value previously.
Added World_Setup_v3_basic prefab for use on maps like Savas/Craggy with barebone procedural scripts
SavasIsland_new dressing update, loot placement update, new terrain build
Cliffs don't place underwater
[D11] More Z-fighting Fixes
SteamUpload automatically add a stage
Unity try to open the logFileName on exception
RustClient rest of steps
[D11][799] {PS4/XB1} [GFX] incomplete/missing textures/objects/Floating assets
Took out the snow mounds. Can't imagine how these where ever going to work ( might have missed something like ).
[D11] Optimised shadow res / tweaked colour
[D11] Added poolable component to gloves prefabs
Unity exception handling test
[D11] Landmine Trigger reduced
[D11] Cherrypicked
29089. gloves update. Updated glove materials, adjusted sprite icons.
Search uses fetch transitions
Navigate styles
[D11] Quick tweak to blocked player sprite
[D11] New Blocked Player Icon
player-pixel collision while invulnerable callback, some dash rework
more dash reworking
player useLegacyPhysics, resolved collision callback order issue
dash sprite polish
boost shadow effect
Only generate ring road on 4k maps or larger
[D11] {PS4/XB1} Fire is pixelated Bi-linear filtering problems + problems with temprts having depth but no colour. Pretty sure you can't create a valid depth without a colour ( i've tried different overloads and parameters ) but nothing seems to be working. I've just taken it out for the downsamped stuff.
Fixed minicopter and scrap transport helicopter spawn filter regression (causing them to cluster up too much)
Fixed road mesh being placed slightly too high when loading a map from disk
[D11] - Reverted VolumeManager.cs to fix colour grading issues
█▆▆▋▄▊▌▆▉▌▇ ▄▇▇▌▋▍: ▊▋█▋▆ ▇▅▄▋▆▇▌▇ ▇▅▉ + ▋▇▌▍ ▍▋▆▅ ▅▅▊▆▊▉▋
▌▄▉█▊ ▌▇▋█▉▊ (▇▊▌▅▅▉▄▊▄▉▄)
Make Id public only a getter
Merge pull request #366 from trdwll/connectionid
Make Id public only a getter
Make Lobby ctor public
Merge pull request #364 from trdwll/Lobby-ctor-public
Make Lobby ctor public
▇▅█▌▆▆▄▆ ▄▇█▍▉▆ ▄▆▆▆ ▊▍▅▆▊▋▊ ▅▌▍▋ ▅▌ ▄▌▊▍▊▊▅ ▅▍▄▄ ▌▆▅ ▅▅▋▆▉▇▌▉ (▌▇▄█▊▅▄▇▅▉▍, ▉▇▄▍▇▇ ▊▄▅▊▌▅▇█ ▉▉ ▄▅▊▅ ▋▍▉▄▆ ▍▆ ▍▍▄ ▉▍▉▍▊ ▋▄▆ ▇▌▍▆▋ ▌▍▆▊)
Adjust power connection and deploy mesh for vehicle lift