115,259 Commits over 3,959 Days - 1.21cph!
[D11] - Fix to bug 4163, card reader was displaying multiple LOD's
[D11][UI][#4084] Added pulse to server list to make it more apparent that an option is selected. Will apply to other menus later
Fix for not using max biome in gpu foliage (multiple biome foliage types were getting mixed together)
[D11] Fix to bug 4157 - Metal Ore was using wrong fbx.
[D11] Changing the scale of the cloud dome to remove the gap between water and the horizon/
[D11] Further bug 4020 fixes - Missed one due to unity.
[D11] - Fix to bug 4020 - Set up LODGroups on grass/bushes correctly.
Fixed "Hammer overlay Z fighting on wooden, stone and sheet metal ramps"
[D11] Fix to bug 4142 - Hatchet was missed in first check in.
Fixed foundation.steps.stone having shadow casting enabled on the main mesh (in addition to the shadow mesh)
Triangle floor and triangle foundation stair socket parameters are more in line
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[D11] - Updated Grass Meshes to reduce overdraw. Removed needless checkboxes from materials.
Fixed triangle spiral stairs making it impossible to replace certain walls after they've been destroyed
[Audio] Set up optimized console only Music!
Fixed several overlapping placements of the different stair types
Engine vfx iteration.
Tweaked lerp values in engine script.
Put the GPU foliage placement on a define
Fixed "Triangle floor frame cannot be build over furnace like we allow with square "
[D11][#3768] BBQ fire effect now matches the steam version.
A couple of small optimisations to the foliage compute shader
Added "UV Set for Emission" property to Rust/Standard and Rust/Standard-Specular
Moved the spiral stairs colliders up to encompass the steps fully (movement layer issue)
Disable inside-vehicle hurt trigger and player repel trigger for now, until issues with them can be fixed properly.
Only dispatch foliage jobs within camera frustum bounds
Added berry clone item icons
fixed disabled shadow renderers on blocks
set server cull tag on necessary objects
fixed incorrect surface type on ramps
Start car based on raw input, not adjusted input. Fixes cars that are rolling backwards down slopes not starting
[D11] Turned off Full Res on AO
Make sure wheel colliders get enabled even if the car was woken in a non-standard way
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[D11] Revert removal of .map files, breaks demo playbacks.
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[D11] Remove proceduralmaps to remove XboxOne SubVal warning
Added batching script to lots of the new models
Added pooling script to window wall corners
Fixed spiral stairs conditional model
Tweaked ramp and step socket handles on the foundation and floor for easier placement
Fix pushes not working the first time on sleeping vehicles, by waking the wheel colliders as well as the rigidbody before applying push forces
Disabled NVG a bit better
Increase collision hurt damage somewhat
Remove unused attacker info from hurt trigger
Change flamethower mask to Vehicle_Movement to Vehicles (no actual behaviour change)
Removed a Debug.Log in Landmine.cs
Fixed landmines not damaging cars
Fixed flamethrowers not damaging cars
Fix wheelcolliders sometimes keeping cars awake, even with 0 throttle/brake forces. Disable them entirely when sleeping.