98,445 Commits over 3,683 Days - 1.11cph!
Fixed holosight scope glass
Prevent object is active or not active and is being active or inactive errors on close
Prevent animator warnings on spawning doors
Removed a ton of PostProcessing effects we're probably not going to use again
Removing some shaders that we're defo not gonna use
oil rig scientist loot nerf
added invisible_collider & prevent_movment_volume prefabs for map makers
Fix for missing rhib.prefab in manifest
[D11] [#2020] Potential fix for decaying issue
Fixed players clipping through underside of oilrig dock
MaterialUpgrade boilerplate
Tree manager - fixed missing material in bundles, fixed felled trees to being removed from instancing manager
[D11] [UI] Vending Machines now adjust quantity with triggers. You can now buy from vending machines using the [X] (face button left) button. Added correct input prompts on nav bar for vending machines.
[D11][OFFSCREENPARTICLES] Bug fixes ( still not enabled ). Need to do the shader replacement in a non-hacky way.
Fixed terrain base map not available from shader lod 101 to 199
Removed alpha from diffuse/emission/occlusion/detail that didn't use it
Updated some materials to use /Rust/Standard shaders instead of /Standard
Merge non-readable meshes branch
Added option to split shadow casting instanced meshes into separate shadow/non-shadow instances for improved culling
Updated mesh import flags to make more meshes non-readable and streamable to save memory (saves about 175mb on the 4k map i'm testing with)
Cherry picked powerline_pole_a light removal
Corpses no longer inherit the network group from their parent (should greatly reduce cargo ship networking overhead)
Added Optimize/Find Material Optimzations
Fixed a few OcclusionMaps with alpha
[D11] I've had this shelved for a while - switch to the probex sky reflections, but add the TOD elements, so it's similar to medium quality on PC. Tested with MainCamera re-enabled (currently disabled due to postfx being disabled). Saves a chunk off the engine culling.
[D11][OFFSCREENPARTICLES] Not enabled yet, just want to get them on.
[D11] [UI] Controls screen icons size increased for readability.
[D11] [UI] Fixed Controls menu not working on Frontend menus.
Dropped items no longer inherit the network group from their parent (should greatly reduce cargo ship networking overhead)
Rebuilt static fonts (will reduce hitches)
[D11] remove the needless FindItemsByItemName operation when the map is closed, this is possible because the drawable map stuff is deprecated, and we've compiled it out.
[D11] [UI] More idle anims set to looping.
[D11] [UI] HUD stance indicators change update quicker. Weapon idle anims set to looping.
don't copy linux steam stuff
[D11][OPT]] Take out footstep effects
Fixed LightLOD component triggering update calls every frame for intensity fading
Fixed LightEx handling of LightLODs in regards to pooling
merge from main/soundvoicecleanup
SoundClasses set virtualization priority
Paused sounds switch to lowest priority
Swap some stray static SoundPlayers to AmbienceEmitters
Stop and recycle more out of range loops instead of pausing them
Scene2Prefab
fixed mounting regular horses
Added support for instanced deferred mesh decals.
Added simple instanced draw call culling based on mip streaming info.
Enabled prop instancing
Hapis optimizations - improved culling volumes, removed old scripts, updated some lighting