240,473 Commits over 3,867 Days - 2.59cph!
A bit of progress on the player refactor.
starting to be happy with procgen larger formation spawn rules
generic rock prefabs update
Updated config with correct transition names
Fixed underwater mask in GL/OSX
Moved camera near plane corner computation code to MainCamera.cs and Camera.cginc; added latter
Moved scattering code to relevant TOD shader includes
Changed number of border mesh rings to 64 to improve per-vertex scattering calcs (worth extra triangles); updated Water prefab
Tiny water vertex shader optimization
Network read/write optimizations
Switched overlay specials to use the hud cameras
Skip rivers in underwater shader due to (#294); needs proper river bounds for underwater treatment
Autoturret nobuild volume no longer reaches beneath the turret (RUST-347)
Creating imporved player.
autoturrets can't be placed completely under water anymore
autoturrets won't shoot back at other autoturrets (hopefully)
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Automated Linux DS Build #90
Automated Windows Build #90
Automated Linux Build #90
Automated Linux DS Build #89
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Automated Linux Build #89
Automated Windows Build #89
Fixed a few more server exploits
Automated Linux DS Build #88
Automated Linux Build #88
Automated Windows Build #88
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Automated Linux DS Build #87
Automated Windows Build #87
Automated Linux Build #87
* Fixed some NPCs not leaving bodies behind
Refactoring player classes to start to make NPCs. Decoupled NetworkPlayer. Probably bugs.
Automated Linux DS Build #86
Automated Windows Build #86