200,024 Commits over 4,140 Days - 2.01cph!
[block_party] arena walls can show spikes, all spikes blink in unison
[block_party] added deleted files
Set animal max health. (Thanks helk)
fix for kill being called twice on BaseCorpse
[block_party] spikey block adds spikes to arena walls in 2nd phase
[block_party] added graphics for a sad block
first person hand2hand combat animations
Added placeholder occlusion maps
Added shader includes for StandardRust lighting model to add support for specular occlusion
Added deferred shader override with specular occlusion modifications (not active yet)
Updated atlas generator to include occlusion; generated new atlas texture
Updated NormalMapProcessor to include occlusion; updated normal+height_generated to match placeholder occlusions
Activated deferred shader override to support specular occlusion
Modified all Standard terrain shaders to new lighting model StandardRust
Added occlusion to terrain shader from composite normal map; used for ambient and light specular term
Settled on specular color instead of specularity
Improved ultra low quality level-of-detail for non-pvt path; now closer to textured version
Legacy parallax view vector on all terrain shaders; only affects pvt and legacy
Removed some cancer from the menu scene.
Fixed a regression that tree prototypes wouldn't get set up the second time you join a server
Quickfixed superspec on a bunch of clothing.
Moved a water slider without Andre noticing.
Tweaked DDraw/ConsoleSystem
Tweaked rocks to behave a bit better with lod bias 1 instead of 2.
Basic implementation of raytraced CRT screen curve.
Merge branch 'master' into crttest
Re-implemented smoothing.
Added `Depth` and `Curvature` options to the CRT renderer.
Reverted the last waves_near change
fixed shotguns bouncing everyones view
Re-implemented screen reflections.
Screen reflectors now update continuously.
CRT display / reflections now use the correct aspect ratios for each game.
Post-build deployment, GUID: 8a033c89-8504-4a88-aa03-60b83cbf3020
Cleaned GameTrace
Fixed bullets/melee attacks sometimes not hitting when they should
Removed PlayerCollision (unused)
Removed hitbox, hitsphere (unused)
Fixed warning in terrain normal processor
Removed .dylib from RustNative OSX bundle (my bad)
Wait a sec.. looks like we need it after all
Fixed AISense not detecting obstacles.
added new work-in-progress net to wild west level. Added final textured cacti. Added grass shader to court that works dynamically with dirt_map
Ported Vector3DTest to C#.
Removed some files that shouldn't have been added to source control.
Fixed melee attacks sometimes striking twice
Fixed shot arrows spawning at 0,0,0 instead of where they landed
Locks now deployable again (quick fix)
Increased ore/stone count
Slight tweak to cabinet normal map.
Screen reflections are now anti-aliased.
roof shingles textures, temporarilly assigned to slanted block for preview