111,145 Commits over 3,928 Days - 1.18cph!
office_floor_a and office_ceiling texture sets + mats
Oh lawd, resculpting too much of the terrain
Added graphics.postsss convar
Added command buffer manager support for multiple instances
Fixed subsurface scattering in scene view mode
flame turrets can be placed closer to walls
NRE fix for animals eating dropped items
Fixed color space of skin colors fed into new shader
Added male and female placeholder head and body spec textures
Switched all skin materials to new shader
Changed sky dome prefab daylight intensity to 7
Switched ViewmodelArms material to new core skin shader
Tweaked ViewmodelArms specular map for new shader
Tweaked default skin ssp
Set default skin spp on all viewmodel prefabs
Added deferred extension component to main camera prefab
Moved core custom lighting code to shared inc
Added base tint color masking via albedo alpha + cleaned up debug
Added default packed specular map; set to core skin and generic shaders
Added default skin subsurface profile
Added missing files
Fixed subsurface specular reconstruction
Fixed subsurface profile encoding to gbuffer
Fixed core skin shader base color tint to match reference
Improved subsurface filter
Switched to roughness internally to match reference brdf
Added keyword to enable post-subsurface globally, affecting skin shader
Fixed uint related compilation error in d3d9
Added BaseViewModel and PlayerModel subsurface profile and core skin tint support
Added SSAO support for postprocess subsurface
Fixed insane planner leak
fixed riot helmet rad protection
Fixed multiple newtonsofts
Compile fix
Warning fixes
WIP office building exterior + interior updates
Actually delete the old benchmarks folder
Fixed exception when playing old demos
Removed benchmark system
Replaced benchmark system
Added CheckBounds to GamePhysics
Latest Facepunch plugin
Fixed nre when checking banned server ips
Added interior greybox to one of the office buildings
Pulled the plug on the rest of our string-style invokes with the exception of ServerMgr, CommunityEntity and DecalRecycle
office building interior a floors greybox
Moved decay processing to a central building manager (no more semi-randomized invokes with dubious performance implications)
Decay now applies to all twig building blocks (higher tiers still foundation only, but can potentially decay if outside in the future)
Fixed AI "look rotation vieweing vector is zero" (RUST-1686)
dropbox version 2: model/material/textures/lods/gibs
northern cave area surroundings
Light intensity correction on water, vertex lighting (approx) and a couple of third-party shaders