197,741 Commits over 4,140 Days - 1.99cph!
Final dockwalls - models/LODs/Cols/Prefabs
Updated Unity PostProcessing stack
Added Unity NavmeshComponents
DynamicDOF, MoodOverlay support new PP stack
Refactored some options stuff to support the new post processing stack
Merge stuff
Added pooling for the conditional models of buildings
Terrain + terrain-blend shader (non-pvt) optimizations; up to 2x faster on max settings
Changed parallax step adjusment from mip to distance + view vector
Touched all rust/std shaders
Added support for registering any game object as a prefab at runtime (so we can pool runtime-generated objects)
Updated AI - can slow to target
Handles short paths correctly
Morte posix compatibility
Tracker portrait first click selects, second click follows
Moved hair/eye data to Human out of HumanView
Show workshop weapons in player model's hands
Players in limbo (server join without a sleeper) are in group 1 (instead of null)
Network++
Deprecated brdf-embedded cloud shadows (move to shadow/post)
Reduced reflectance micro-occlusion to 3% of range (closer to unity baseline)
Fixed some workshop item diffuse textures having unused alpha - which is confusing skinners
OSX workshop crash fix (speculative)
Cave 7 missing tunnel segment
Fixed delayed network group subscription when spawning as sleeper (caused delayed entity loading)
Disabled caves (postponed due to performance issues)
Network++
Save++
Basic cockpit cam that works, but no spring forces anymore. Car audio removed for now.
Chase cam super smooth now
Automated Linux DS Build #465
Experimenting with no rigidbody on client
Automated Windows Build #465
Automated Linux Build #465
* Added player.GetCount()
* monster_bigmomma can now be killed on maps that are not from Half-Life: Source
Vehicle smoothness experiments
Vehicle movement smoother/more accurate on client
Added start / end points to path
Monument doors are slightly wider/taller
RUST-1432 Falling in cave 8 terrain fix
RUST-1431 Falling in cave 6 terrain fix
RUST-1426 notch more draw distance to mil tunnel light sources
Merged Unit info and effects stuff into the tribe tracker UI widget
concrete_g textures
Harbor1 backup, some more work on dockwalls
added entity.spawnlootfrom "ent" "count"