111,293 Commits over 3,928 Days - 1.18cph!
Fixed fps.limit being stomped
Water catcher water catching, blueprints, lootspawn
Network proto++
Added resourceDepositManager to randomly generate resource deposits on the map
survey charge spawns a visible resource shower when a deposit is found
mining quarry now latches onto resource deposit to extract minerals
sound fx and particle effects for when player is on fire
New door sounds
New bandage sounds
New airdrop plane sound
Lots of small misc sound tweaks
Strip any scripts that are on the building skin prefab when creating the guide because it should only be visual
Watercatcher lootpanel UI tweaks
Updated phrases
Inventory menu tweaks
Don't set audio.speaker on enter playmode in editor (cuz 3+ seconds to reset audiosystem)
Don't GC collect on enter playmode stuff in editor (cuz fuck it)
Enter playmode profiling (cuz it's still slow)
Fixed water not loading
Fixed that some building block conditional model renderers were disabled
added 3rd person animation for when the player is on fire.
Tweaked ocean shader and material further; custom lighting path for RUST_STD_WATER, avoiding indirect lighting and reflections
Added edit-mode placeholder water material; updated water prefab
Added quality modes affecting mesh and ocean shader lods
Final tweaks in terrain shader water interaction before merging
pistol and all the files!
Fixed move back to catcher
entity pie menu ordered properly
drinking direct from catcher
Water Catcher loot panel wip
Updated building block prefabs to use draw call batching
Added AssetPool
Improved draw call batching
Selected item HUD cleanups
Updated barricade.wood to use the generic texture atlas
gibs for mining quarry @helk
Also adding a missing texture for oiljack
Updated quarry bucket collision
Added Oiljack gibs
Missing parentheses.. Doh
First pass at bullet flybys
Added selection history editor window
Unified itemicon's smaller icon
Show contents on vessel item icons
ItemDef - maximum draggable amount
First version of an optimized custom draw call batching system
Item containers can define the max stack size
Can define item defs to never drop a world model version
Oiljack animations and prefab setup
Inventory contents contents
Item/container contents flags
Not Player Usable tag on collider objects - to make it so ent only 'usable' from specific point
Added native water simulation solver path; more lightweight threading; updated RustNative binaries
Shore wetness blend masking; integrated across relevant standard shaders, controlled by terrain material
Added underwater spec occlusion
Updated water prefab
Fixed deployable guide missing some of the mesh
Added deployable distance to Construction component for helk
A bunch of new ambient stings
portable electrical generator model + materials.
Added wolf headdress model, textures, etc.
Editor item creation tool