119,194 Commits over 4,018 Days - 1.24cph!
[D11] + \structures\train_tracks adjusted LOD's to a better level whilst checking over
fixed every item showing candy vision
fixed cursed cauldron being able to be placed too close to walls
Show unread messages, mark as read when viewing
DynamicMouseCursor: don't change to finger if button is disabled
RustLayout as a MaxHeight
Added Bottom mode to RustLayout
RustLayout calls parent RustLayout if size changes
[D11] Assets\Content\Structures\wooden_walkway LODs
take out frontend sound precache because it's crashing and it shouldn't really be necessary with the sound template prefabs in the startup bundle
[D11] [UI] PS4 Quick Menu no longer allows game input to carry through. Game is now paused whenever a system menu is opened.
[D11] Assets\Prefabs\Tools LODs
team member connection list tweak
Bridge LOD models with vertex shader on furthest LOD mesh.
Scene backup.
Exca engine prefab conversion.
Added hdrp material alpha clipping to blendlayer and blend4way shaders
Regen litbase and foliage shaders
Updated ASE Lit template to use hdrp internal alpha cutoff properties
horse armour world models
Fixed litbase-spec inspector
▆▆▆▊▉ ▍▇▊▆▆▉ ▊▆▇▊▊▇▇▆ ▄▉▌▍▅▄▅▇ - ▆▌▍▄▅▋▄ ▉▍▌▋▆▋▉ ▉█▄▉█ ▄█▌▆▋▊▉
Added unread messages notification on the main menu
Fixed NRE in RustButton when no Text object
Added RustText.SetPhraseArguments( object[] )
merge from inventory_belt_gap_nodrop
Enabled alpha clipping toggle on foliage shader
[D11] Issue 2882 fix (Scene file/scene to prefab)
[D11] + Vertex Material change
rebuilt locker lootpanel changes, exported properly with scene2prefab this time
[D11] Industrial Structures folder
[D11] Makes pool shrinker #ifdefable.
Support for BoneRetarget components.
Added hd/lit matching alpha clipping support to custom lit base shaders
Modified ASE Lit shader template to allow Alpha Clipping toggling via material Surface Options instead of shader
Added custom material inspector CustomLitShaderGUI (+ dependency exposure from hdrp)
Players can now push vehicles to right them when flipped, or just give a car a shove in neutral
Removed superfluous RefreshVisibleModels call
Finished particle accum support in lit base shaders
Added particle accum specular SF