121,264 Commits over 4,018 Days - 1.26cph!
Updated steamworks (increases max string length)
Fixed projectiles being rejected by AH on oilrig stairs large
[D11] Restored the MainCannon components of the BradleyAPC prefab
[D11] Fix for missing reference to loading spinner when changing language
Don't report exceptions in editor
Report exceptions, close overlay on steam inventory crafting errors
Fixed <color> tags working on player name tags
Fixed voice icon not lighting up when sending voice
Restored chat font shadow
Removed friendsOnServers debug output
Some workshop localization, text updates
Throw exception properly, hide loading screen if workshop publishing errors
Fixed workshop publishing errors
Fix procgen after the terrain maps get unloaded
Reapplied
35876 + lightLOD NRE fix
WIP lazy loading monument terrain maps, also unload them when finished loading the map
subtracting
35876 due to errors
Fixed holosight scope glass
Prevent object is active or not active and is being active or inactive errors on close
Prevent animator warnings on spawning doors
Removed a ton of PostProcessing effects we're probably not going to use again
Removing some shaders that we're defo not gonna use
oil rig scientist loot nerf
added invisible_collider & prevent_movment_volume prefabs for map makers
Fix for missing rhib.prefab in manifest
[D11] [#2020] Potential fix for decaying issue
Fixed players clipping through underside of oilrig dock
MaterialUpgrade boilerplate
Tree manager - fixed missing material in bundles, fixed felled trees to being removed from instancing manager
[D11] [UI] Vending Machines now adjust quantity with triggers. You can now buy from vending machines using the [X] (face button left) button. Added correct input prompts on nav bar for vending machines.
[D11][OFFSCREENPARTICLES] Bug fixes ( still not enabled ). Need to do the shader replacement in a non-hacky way.
Fixed terrain base map not available from shader lod 101 to 199
Removed alpha from diffuse/emission/occlusion/detail that didn't use it
Updated some materials to use /Rust/Standard shaders instead of /Standard
Merge non-readable meshes branch
Added option to split shadow casting instanced meshes into separate shadow/non-shadow instances for improved culling
Updated mesh import flags to make more meshes non-readable and streamable to save memory (saves about 175mb on the 4k map i'm testing with)
Cherry picked powerline_pole_a light removal
Corpses no longer inherit the network group from their parent (should greatly reduce cargo ship networking overhead)
Added Optimize/Find Material Optimzations
Fixed a few OcclusionMaps with alpha
[D11] I've had this shelved for a while - switch to the probex sky reflections, but add the TOD elements, so it's similar to medium quality on PC. Tested with MainCamera re-enabled (currently disabled due to postfx being disabled). Saves a chunk off the engine culling.