108,012 Commits over 3,867 Days - 1.16cph!
fixed the normal map for the portable generator (thanks Bill/Vincent)
Reduced size of water collider because those insane scales really mess with its accuracy
Water bottle - start with some water
More building optimizations
Adding a lod in corrugated foundation.steps.top to mach number of lods in foundation.steps
Fixed shadow bug introduced by water2
Added small opt to update border mesh only on snap motion
Ocean material visibility tweak
mining quarry icon update
quarry saves/loads properly
Updated lowgrade fuel to use less cloth
added icons for survey charge and mining quarry
Updated shadervariants
Fixed save compatibility issues
Fixed for PostOpaqueDepth when screen size is zero
More water tweaks
Reduced lag in large fightfights
Made arrows/spears easier to pick up
Arrows/Spears no longer block bullets/arrows/spears/meleeattacks
Candlehat/Minerhat use fuel and don't break when they've run out
Watercatcher icons
Item containers can restrict to single item type
Fixed PostOpaqueDepth not working in edit-mode
Fixed fps.limit being stomped
Water catcher water catching, blueprints, lootspawn
Network proto++
Added resourceDepositManager to randomly generate resource deposits on the map
survey charge spawns a visible resource shower when a deposit is found
mining quarry now latches onto resource deposit to extract minerals
sound fx and particle effects for when player is on fire
New door sounds
New bandage sounds
New airdrop plane sound
Lots of small misc sound tweaks
Strip any scripts that are on the building skin prefab when creating the guide because it should only be visual
Watercatcher lootpanel UI tweaks
Updated phrases
Inventory menu tweaks
Don't set audio.speaker on enter playmode in editor (cuz 3+ seconds to reset audiosystem)
Don't GC collect on enter playmode stuff in editor (cuz fuck it)
Enter playmode profiling (cuz it's still slow)
Fixed water not loading
Fixed that some building block conditional model renderers were disabled
added 3rd person animation for when the player is on fire.
Tweaked ocean shader and material further; custom lighting path for RUST_STD_WATER, avoiding indirect lighting and reflections
Added edit-mode placeholder water material; updated water prefab
Added quality modes affecting mesh and ocean shader lods
Final tweaks in terrain shader water interaction before merging
pistol and all the files!
Fixed move back to catcher
entity pie menu ordered properly
drinking direct from catcher
Water Catcher loot panel wip
Updated building block prefabs to use draw call batching
Added AssetPool
Improved draw call batching
Selected item HUD cleanups
Updated barricade.wood to use the generic texture atlas
gibs for mining quarry @helk
Also adding a missing texture for oiljack
Updated quarry bucket collision
Added Oiljack gibs