120,617 Commits over 4,018 Days - 1.25cph!
Disabled occlusion culling on macOS until fixed
Cargo ship anchor conveyor / unique textures / LODs / prefab setup
[D11] Windows console server builds with IL2CPP backend on define, and no longer packages Steam DLLs with the build. Fixed Steam DLL name-mangling in Windows dev server build.
Improved fastimpostors handling of fallbacks and edit-mode + small cleanup
[D11] Handle the kick in litenetlib
Disabled fastimpostors on macOS until fixed
[D11] [UI] wip changes to the notification areas aesthetics
Fixed spinnerwheel quaternion related errors
[D11] Add BytesSentPerSecond and BytesReceivedPerSecond to litenetlib and hook them up
WIP on getting Scientists ready for Cargo Ship.
Slot machine , fbx and prefab set up, + arm animation.
Proper fix for fastimpostor NRE
Scene2Prefab Military Tunnels
Tweaked movement restriction logic for Scientists.
Tweaked cover points at MT.
Tweaked spawn points at MT.
[D11] Patch in the GetAddress
plastic finally allowed me to find the .mat change for the l96
Improved new Scientist aim system
Ambience CullingGroup updates are needed much less frequently and are much faster when they do happen
Eliminate GC alloc in AmbienceManager.SortLocalEmitters
Attempt at fixing impostor instancedata NRE
Moved impostor batching code
Fixed errors due to missing meshes
Fixed server compile
Fixed fallback
Fixed culling visibility toggle delay
[D11] Ping fix and exception fix
Moved all tree impostors to Impostor layer
Fallback to slow path when instancing unsupported
Added impostor renderer for fast cpu-side drawing + attached to main camera
Updated impostor shader to support indirect instancing
Updated LODComp, RendererLOD and TreeLOD to support fast path
Created Impostor layer; enabled by default in camera (fallback)
removed old unused ao and metalness textures for l96
Updated some spawn point at military tunnels.
Scene2Prefab Military Tunnels.
Movement rules for scientists (stay close to spawn, etc).
Fixed repair bench UI pooling issues
Update lootpanel prefab scene
L96 RGBa texture - moving from Rust standard to Core shader (can't seem to find the material change in plastic)
Bandit guards don't like players sleeping for too long.
Bandit guards don't like smoke grenades being thrown.
Bandit guard hostility tweaks.
swamp trees billboard mats tweaks
RUST-187 - oak_e missing billboards
scene updated
scene2prefab
corn and pumpkin harvest time increased
health over time takes much longer to convert into health
!cctv password assignment
New scientist AI supports sampling multiple positions when navigating.
Misc AI tweaks.
Fixed pivots on anchor conveyor and mast
Added anchors
Prefab pool warmup tweaks
Able to place deployables on repair bench shelf
Prefab pool warmup tweaks