198,704 Commits over 4,140 Days - 2.00cph!
Recalculated entity bounds on all junkpiles (RUST-1524)
Added RecalculateBounds context menu to entities
Implemented Network.Read.Seek
Added terrain anchors to junkpiles
Removed RealmedRemove from junkpiles (handled by IClientComponent / IServerComponent + Client Cull / Server Cull)
Updated layers on junkpiles (World is for static world objects, not entities)
goat changes(still wont spawn)
rabbit update (not sure what changed)
Resource spawns check for constructions in radius
FoliageDisplacement is IClientComponent
SpawnGroup and BaseSpawnPoint are IServerComponent
Resource spawns check for players in a radius
Resource spawns can use terrain anchors, checks and filters
FOR FUCK SAKE WIP UI
!A Ui texture
zeroed out all the animations
fixed the ironsight animations
Fixed water refraction on dx11
Single-pass shore refl occlusion and caustics using mrt blending; kept two pass fallback for d3d9/gl
Added one single #define to ItemManager but it required adding a whole bunch of others.
Added deferred mesh decal mrt blending fallback for d3d9 and legacy gl
Experimenting with a "nothing" HeldItem
Reworking UI drag and drop functionality
sway and irongishgint animations
default rainbow folders path
Fixed missing scripts in some prefabs
Script compilation warnings
ST shader compilation fix
More variant reductions without losing shader features or instancing
Grass shader parity with main; now deferred only
Electrical boxes/LOD/COL/Prefabs
Removed a few more keywords that will never be used
Removed overkill transparent shadow spec-based alpha mod from 5.6b3
Merged updated player animation rig
Refactored the Biome Material Library system to be less shit
Merge, fixes
More main branch shader parity
sleeping/wounded, cleanup,