199,199 Commits over 4,140 Days - 2.00cph!
Automated Linux Build #89
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Automated Linux DS Build #89
Automated Linux Build #90
Automated Windows Build #90
Automated Linux DS Build #90
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autoturrets won't shoot back at other autoturrets (hopefully)
autoturrets can't be placed completely under water anymore
Creating imporved player.
Autoturret nobuild volume no longer reaches beneath the turret (RUST-347)
Skip rivers in underwater shader due to (#294); needs proper river bounds for underwater treatment
Switched overlay specials to use the hud cameras
Network read/write optimizations
Changed number of border mesh rings to 64 to improve per-vertex scattering calcs (worth extra triangles); updated Water prefab
Tiny water vertex shader optimization
Moved camera near plane corner computation code to MainCamera.cs and Camera.cginc; added latter
Moved scattering code to relevant TOD shader includes
Fixed underwater mask in GL/OSX
Updated config with correct transition names
starting to be happy with procgen larger formation spawn rules
generic rock prefabs update
A bit of progress on the player refactor.
Cowboy - Updated select breathe, Added ready anim
Cowboy - select breathe & ready anim
New Bear assets, still very WIP
Nothing really new with human but updated export script and this is the latest export with it.
New Bear and latest human assets
removed old stairs roots textures
baked vertex lighting out on stairs roots and textued
finished grash mesh and textured
textured floor stones
added above changes, removed old files, created new stairs roots shader and textured stairs roots, textured stone floor and tweaking materials, finished grass, working on stones
resaved stairs roots 1 texture
Tree benchmark scene
Tree culling and LODing optimizations
Tree quality convar
Tweaked compilation path exclusion list across all standard/rust shaders
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Automated Linux Build #91
Automated Windows Build #91