199,999 Commits over 4,140 Days - 2.01cph!
Added low, medium and high water qualities
Tweaked recoil settings.
Shifted some player movement code around.
Made ADS feel a bit nicer.
Improvements to rust standard shader; layers are properly toggable now; detail is now optional as well
Removing some unused stuff
Added player test to scenes.
Bent normal test file, to help with reflection fresnel.
Disabled admin instant craft by default
Disabled admin being able to toggle entity overlay
Added dump command (for diagnostics)
- Switched back to test ship 3
- Added test ship 4
Updated poncho to reduce zfighting with shirt
- Added a skill hot swap panel, bound to Dpad right, that displays a list of all currently available/unlocked skills with name + icon
Disabled ddraw on server (precaution)
More diagnostics
Fixed admin_overlay warning
Fixed RPC cache bug
Fixed weapon entities getting duplicated on load
[zombies] changed some colors
[zombies] started on building, tried to prevent soldiers from getting stuck when pathfinding
[zombies] cant build on top of a soldier
[zombies] destroy items under a wall when building one
[zombies] remove other junk too when building wall, can build on top of dead soldiers
- Skills can now be marked as passive
- Passive skills no longer show up in the skill hotswap list
- Skill hotswap list can now be navigated
Removed now unnecessary tags from properties in custom shaders (RC3)
Added env reflection occlusion and horizon fade params to Rust standard shader
Removed bent normal map; not worth the extra storage
* Fixed GMpublish.exe update -icon not working
* Updated GMad.exe to latest version from GitHub
* Fixed a few compile warnings
Started networking new player classes badly.
More nature prefabs. Custom map scaled from 8k, to a more natural 5.4k.
[zombies] changed build indicator
Allowed rad towns to spawn in the tundra biome
Increasing NET_GetStatistics verbosity
Slightly increased max terrain height mismatch on rad towns 1 and 2 (helps finding spots on mountainy seeds)