255,370 Commits over 3,990 Days - 2.67cph!
Deprecated brdf-embedded cloud shadows (move to shadow/post)
Reduced reflectance micro-occlusion to 3% of range (closer to unity baseline)
Fixed some workshop item diffuse textures having unused alpha - which is confusing skinners
OSX workshop crash fix (speculative)
Cave 7 missing tunnel segment
Fixed delayed network group subscription when spawning as sleeper (caused delayed entity loading)
Disabled caves (postponed due to performance issues)
Network++
Save++
Basic cockpit cam that works, but no spring forces anymore. Car audio removed for now.
Chase cam super smooth now
Automated Linux DS Build #465
Experimenting with no rigidbody on client
Automated Windows Build #465
Automated Linux Build #465
* Added player.GetCount()
* monster_bigmomma can now be killed on maps that are not from Half-Life: Source
Vehicle smoothness experiments
Vehicle movement smoother/more accurate on client
Added start / end points to path
Monument doors are slightly wider/taller
RUST-1432 Falling in cave 8 terrain fix
RUST-1431 Falling in cave 6 terrain fix
RUST-1426 notch more draw distance to mil tunnel light sources
Merged Unit info and effects stuff into the tribe tracker UI widget
concrete_g textures
Harbor1 backup, some more work on dockwalls
added entity.spawnlootfrom "ent" "count"
Merge from prefab_pooling_2 (for testing, disabled by default)
Added pool.mode convar (defaults to prefab pooling v1 for now)
▋▋▆▍▋█ ▍█▅▊▌ ▍█▇ ▋▌▅▍▋▉ ▇▊▇▅▆▅▋▊█ ▆▄▍▇▌▊▊
Disabled rain until we can actually make it not fall through everything
Fixed players who joined a server but haven't spawned yet being in a network group and subscribed to surrounding network groups
The "subscriptions" console command can now also be called on the server (returns group subscription state from the server)
Made a few more warnings developer > 0 and added additional warnings for networking group subscription states
Started reworking the UI to support static portraits for all tribe members
Fixed camera light
Added a few more skinnables
Fixed coffeecan shader
Hide skirt no cull
Flip normals on backfaces (clothing)
Added separate path class
Removed debug junk
AI can attempt to dodge close objects
Flip out if conflicting inventory id's