250,267 Commits over 3,959 Days - 2.63cph!
Fixed issue with first person shadows.
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Less annoying volumetric noise on headlights
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fix passenger module collider
fixed boat engine material
Wait until nav menu animation is done before loading ScrollTables
Added a script to generate a graph of replay test frame times per stage
Merge remote-tracking branch 'origin/master'
Log more timing statistics during replay tests
Slightly better mip filtering on dash lights for lower resolutions
Various vehicle VFX iterations
[D11][#3710] Server is sending the Attack Signal and calling the Attack RPC, which results in the attack animation being played, then interrupted and played again.
more position fixes to 3rd person weapon attachments, updated bounds and positions on some world models
[D11] Fixed Grass Normals
[D11] - Fix to bug 4163, card reader was displaying multiple LOD's
[D11][UI][#4084] Added pulse to server list to make it more apparent that an option is selected. Will apply to other menus later
Fix for not using max biome in gpu foliage (multiple biome foliage types were getting mixed together)
[D11] Fix to bug 4157 - Metal Ore was using wrong fbx.
[D11] Changing the scale of the cloud dome to remove the gap between water and the horizon/
[D11] Further bug 4020 fixes - Missed one due to unity.
[D11] - Fix to bug 4020 - Set up LODGroups on grass/bushes correctly.
Fixed "Hammer overlay Z fighting on wooden, stone and sheet metal ramps"
[D11] Fix to bug 4142 - Hatchet was missed in first check in.
Fixed foundation.steps.stone having shadow casting enabled on the main mesh (in addition to the shadow mesh)
Triangle floor and triangle foundation stair socket parameters are more in line
"Drive" property no longer appears for Jeeps as it simply cannot move them.
trigger_weapon_dissolve no longer crashes the game if one of the weapons it is meant to delete got removed prematurely by something else
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[D11] - Updated Grass Meshes to reduce overdraw. Removed needless checkboxes from materials.
Fixed triangle spiral stairs making it impossible to replace certain walls after they've been destroyed
[Audio] Set up optimized console only Music!
Fixed several overlapping placements of the different stair types
Engine vfx iteration.
Tweaked lerp values in engine script.
Put the GPU foliage placement on a define
Fixed "Triangle floor frame cannot be build over furnace like we allow with square "
[D11][#3768] BBQ fire effect now matches the steam version.
A couple of small optimisations to the foliage compute shader
Added "UV Set for Emission" property to Rust/Standard and Rust/Standard-Specular
Moved the spiral stairs colliders up to encompass the steps fully (movement layer issue)
Disable inside-vehicle hurt trigger and player repel trigger for now, until issues with them can be fixed properly.
Only dispatch foliage jobs within camera frustum bounds
Added berry clone item icons
fixed disabled shadow renderers on blocks
set server cull tag on necessary objects
fixed incorrect surface type on ramps
Start car based on raw input, not adjusted input. Fixes cars that are rolling backwards down slopes not starting
[D11] Turned off Full Res on AO
Make sure wheel colliders get enabled even if the car was woken in a non-standard way
Fix Login BG, Fix Device Width
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