196,850 Commits over 4,110 Days - 2.00cph!
FOR FUCK SAKE change glass center pivot for particle
FOR FUCK SAKE rebuild tile and room
crude oil collision fix (perhaps they will spawn under dome now?)
Remove audio files for unused song
Preserve sample rate on music
Trait descriptions in discovery UI
Moving towards multiple parallel GPV slots in Agent+Behaviour. This is the first step, where all external calls just default to SlotA (for lack of a better slot name).
Resized luts to 256x16 to speed up climate blends
Rocket LOS check improvement (RUST-1152)
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Replaced deluxe eye adaptation and amplify color with unity cinematic effects; eye adaptation now 2x faster
update to vm crossbow source anims
lengthened loaded crossbow deploy anim
Fixed revz opengl missing name plates (RUST-1158)
Damage properties are stored on projectiles
Shotgun buckshot uses headshot damage multiplier of 1.25
airfield work backup
Power substation models/LODs/COLs/Prefabs and textures
- Added CollisionMask to room gates/forcefields
- WIP collision system improvements to make it less shit and stupid
- new CollisionMask component
- BaseMovement and BaseProjectile can now check CollisionMask component if present
- Barrier ability collision now uses CollisionMask
Fixed InvalidOperationException in OnProjectileAttack (RUST-1157)
Skip underwater overlay if water excluded from camera culling mask
Projectile velocity is no longer randomized
Projectile velocity is no longer causing RNG damage
Projectile damage falls off linearly with distance (after an initial max damage distance)
Projectiles can specify effective projectile range + corresponding damage multipliers
Damage multipliers are determined exclusively by weapon damage properties (removed projectile max skeleton mult)
Weapons and weapon mods can adjust projectile damage, distance and velocity separately
Network++
Optimized climate LUT blend with single 5-way blend instead of 5 blends
Saved a copy blit and mitigated binding induced latency (weird variations) by ping-ponging result
Saved a 256K in render texture memory yay
Automated Linux DS Build #389
Restructure & cleanup.
Manifest.
FOR FUCK SAKE gloss texture to fit new shader render
FOR FUCK SAKE rebuilt room, fixed tile placement
!A level environment light data
!A room
added sleeping pose to the player animations
Music! (still disabled via music.enabled convar by default for now)
tweaked the spear 3rd person pre-throw animations.
added new 3rd person pre-throw animations for the rock
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Decoupled water reflections from water quality; now controlled separately in graphics options
Added much faster medium quality water reflections now default value
Shader level no longer affects water quality; full control now in water quality and reflections
FOR FUCK SAKE update cloud material/ rebuilt room