115,863 Commits over 3,959 Days - 1.22cph!
[D11][UI][#3792] Added connecting popup to login to rustworks option
Env parameters & sky stuff WIP
[D11] [UI] Fixed translation issues in dropped world items. Added beta build product icon and logic to change it depending on the build defines.
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[D11][UI][#3795] After viewing Settings from the Pause Menu, the main game is not dimmed
[D11] Z-fighting fixes at Bandit Camp
[D11][UI][#3765] Fixed previously played server list not saving
Add genetics display to consumables information panel. Show if data available.
[D11] [UI] Fixed credits screen missing translations. Substring offset to account for the new line tag when reading UTF-8 format text.
High-frequency water animation
Lower basesky ocean level
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[D11] LOD Distance Update.
[D11] Network Protocol Bump
[D11][Art][#3654] Spotlights in sewer and outpost rotation fix
[D11] [UI] Updated keys in original staff credits file. Fixed credits button on main menu again.
[D11][UI][#3217] Enabled switching X/O button for SCEJ. Disabled SCEJ define for now
[D11] Fix to glass materials being rendered before fog.
[D11] [UI] Fixed translation issues with look-at tooltip. Updated Credits screen.
Better handling of seed creation
[D11] Material Mask Maps pt2. Lit Layer and Lit Blend 4 Way
Fixed cargo ship still sometimes spawning too far away from world origin and killings its scientists
Added backwards compatibility for old custom map files
armored module, merged mesh/material
re exported lift texture
Remove another layout controller and don't run a coroutine when opening the expanded life stats
Switch the expanded death screen stats to RustLayout instead of unity components
Extra wheelspin for initial takeoff
Added option to LODComponentParticleSystem to NOT automatically play the particle FX when coming into range, and set all wheel trail/spin effects to playOnShow= false. Default is true so as not to affect other existing objects.
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Reinstate map changes that got stomped in #
48033
Physics work, wheel spin adjustments, FX work
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Disregard line of sight checks when using player.mount command
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[D11] swamp trees mesh optimisation