200,716 Commits over 4,171 Days - 2.01cph!
More variant reductions without losing shader features or instancing
Grass shader parity with main; now deferred only
ST shader compilation fix
Script compilation warnings
Fixed missing scripts in some prefabs
default rainbow folders path
sway and irongishgint animations
Reworking UI drag and drop functionality
Experimenting with a "nothing" HeldItem
Added deferred mesh decal mrt blending fallback for d3d9 and legacy gl
Added one single #define to ItemManager but it required adding a whole bunch of others.
Single-pass shore refl occlusion and caustics using mrt blending; kept two pass fallback for d3d9/gl
Fixed water refraction on dx11
zeroed out all the animations
fixed the ironsight animations
FOR FUCK SAKE WIP UI
!A Ui texture
Resource spawns check for players in a radius
Resource spawns can use terrain anchors, checks and filters
SpawnGroup and BaseSpawnPoint are IServerComponent
FoliageDisplacement is IClientComponent
Resource spawns check for constructions in radius
rabbit update (not sure what changed)
goat changes(still wont spawn)
Added terrain anchors to junkpiles
Removed RealmedRemove from junkpiles (handled by IClientComponent / IServerComponent + Client Cull / Server Cull)
Updated layers on junkpiles (World is for static world objects, not entities)
Implemented Network.Read.Seek
Added RecalculateBounds context menu to entities
Recalculated entity bounds on all junkpiles (RUST-1524)
Fixed AnimatedBuildingBlock.PutAnimatorToSleep errors
Added round timers to server game instances. 30 seconds. Need to add server check to check client commands are ignored after their turn ends
Electrical Box pivot change
Replaced placeholder trucks and electrical boxes
Scene2Prefab