130,041 Commits over 4,140 Days - 1.31cph!
Changed packing folder again, now final; updated packed sample
Tiny change in texture packing analysis tool
First batch of packed materials (29) for testing
Know when in cover.
Misc tweaks to ai.
Keeping up to date with main
Fixed error when packing materials with default metallic texture or RGB-only
Fixed error when packing default standard shaders
Skip packed materials during analysis
Tweaks to ore nodes:
-Increased brightness to stand out more
-Sulfur nodes show a more distinct yellow hue
-Metal nodes show more oxydization
-Stone nodes are overall more desaturated, more grey to stand out against other nodes
-Added Gibs models for every node picking stage (to be implemented later @helk)
-Snow biome nodes should be more visible and easier to differentiate
-Nodes are overall slightly smaller
-Cave ores are much smaller
Lots of little ai tweaks.
Skin texture cache is now implemented in native code (GC free)
Skin texture cache read and write are running in a thread (no longer stalls when disk is busy)
Updated plugins (Rust.Global & Rust.Workshop)
Added material packing auto rollback to unpacked when failed
Fixed packing not supporting 8bit textures
Tidy up code a bit
Fixed packed map assignment not working sometimes
Added deleting packed maps on unpack
Fixed standard packed shader particle accum albedo
Second batch of packed matetials (50)
Third batch of packed materials (50)
Merge from skin_cache_native
Retiring DX9 (OpenGL fallback)
Make gibs reflect current stage picked
Additional profiling in DownloadAndApplyWorkshopSkin
Convar to toggle the item skin cache
grass displacement around ore nodes
terrain grass is 10% shorter
rocks in temperate biome are grey again
Jenkinsfile with MakeNetworkShare
Subtracted packed batches to repack later with improvements
Cubicle walls LOD/COL/prefabs
EAC update (fix for "EAC Disconnected")
Support for placing manual cover points within a cover point volume.
Beautified skinnable loading API
Deleted obsolete "wooden logs" loading steps from procedural map