33,188 Commits over 4,109 Days - 0.34cph!
Spawn deployables by the prefab name (for editor play)
Wounding stats
Added sorting layer for refractive particles (fixes sorting issues when more than one refraction particle emitter is on screen)
Added graphics.shadowlights (defaults to 1, specifies # of lights that are allowed to cast shadows - no longer linked to graphics.quality)
Made graphics.shaderlod affect all shaders
Fixed ST shaders breaking with shaderlod < 400
Changed ST billboard material to our version (with the LOD fix)
Replaced graphics.trees with toggle in dev menu
Fixed sometimes copying the wrong bundle folder in RustBuilder
Lets try no seperate shader bundles
Scale fps.graph to fill the entire screen in x direction
Allow inspector serialization of Vector2i and Vector3i
Added Vector2b and Vector3b
water catchers 2.0 - models, textures, mat, lods and gibs
Undone changes to UIScene
Tweaking player collision size
water catchers - added custom collision and prefabs ready to implement
Fixed drag icon being behind everything
LOD grid components now support renderers of any type (not just mesh renderers)
Converted various deployables to LOD grid
wood ladder/lods/gibs/prefab update
Better load progress on startup
Automatically detect max refresh distance of cull grid based on the distances of objects that were added to it
Added INeedsToStartDisabled to scripts that add themselves to the LOD grid
re-fix concrete stag footstep sound refs
Disabled specularity on ST billboards
Set the image hash when receiving from the server
some water catcher visual polish
More bundling
Fixed crash when pulling out deployable
Moved various renderers / objects to their correct layer
Converted ladder to LOD grid
Changed construction layer toggle in F2 dev section to construction skin
Set the image hash when receiving from the server
Fixed supply drop blueprint existance
forgot the prefab dayum :P
Fixed loading screen changing colour
Fixed footstep references
Added additive HDR shader to shader variants
Uploading terrain blend inspector fix for Diogo
Enlarged the quarry tower surface so the player can navigate on top of it normally, added a scrolling material for the belts, added some construction renderers to use lower LODs for guide
Use particle accumulation rather than terrain blending where possible
Patched particle accumulation to take albedo alpha as accumulation opacity
Added rock sand / snow particle accumulation textures (lower res, VRAM-only, compressed, packed spec / smoothness map)
Load shadervariants from the bundle
Added terrain renderer toggle to dev menu
Don't init itemmanger twice in editor