125,576 Commits over 4,171 Days - 1.25cph!
Fixed extra shiny player model.
Updated Standard/Rust shaders to builtin baseline 5.4b6
Unity auto-fix/replace for a number of misc shaders
Patched SSAO because of material keywords not working again
Fixed corpse ragdolls snapping to world origin
Deferred actions carry a priority value that determines when they'll be executed
Client side entity game object destroys are load balanced when leaving a network group
Dedicated server compile fix
Only toggle batch children when required
Fixed assert spam when leaving play mode in the editor
Added workaround for U5.4 d3d9 compiler bug causing critical terrain shader errors
Added skip variants for static lightmaps to speed up compilation across all Rust/Standard shaders
Editor construction prefab preview
Retired ConstructionCollision
Server Cull / Client Cull game object tags work once again
Building prefab updates (now using PreviewMesh for editor preview)
Building skin updates (empty child object culling)
External walls and window bars use SimpleBuildingBlock
Wind generator uses SimpleBuildingBlock
Building deployable updates (retired Construction Skin layer)
Retired Construction Skin layer entirely
Merge from conditional_models_2
Fixed building skin / socket error when leaving network cell
Removed deprecated ConstructionGrade collision override
Experiment: Building blocks have placeholder geometry + collider until skin is initialized
Fixed some gross shit on the trees.
Lods for male body and heads.
Storm drain material PBR'd.
Crushed cloud texture blacks, and removed all useless alphas.
TOD wip stuff.
Tree billboards cast shadows.
Driftwood shore wetness + shader tweaks
Planting seeds doesn't sound like you're about to die anymore
Better spear throw sound
Removed news from loading screen (didn't work as well as I'd hoped)
Queue now counts players that are joining too
Status shows queue size