193,687 Commits over 4,079 Days - 1.98cph!
Reduced roadsign armour clipping, altered some other clothing meshes too to reduce clipping with items worn over them
Alpha-blend/fade surfaces using Rust/Standard shader set now get proper scattering contribution (mostly for decals)
AIGraphData in AgentParameters
Removed zoom area functionality for now
Fixed AIDesigner grid background not working nicely
Censoring breasts cuz people having their heads blown off is okay but a woman's nipples aren't
Fixed player model double heirachy
Rock cull distance tweaks
Fix for argument out of range exception in road generation on certain seeds
Prefab auto-updates (Tools/Prepare Prefabs)
Merge from save116 (new procedural generation, custom map updates, dungeon improvements)
Merge from save116 (new procedural generation, custom map updates, dungeon improvements)
Terrain normal map for shading calculations excludes rocks (fixes dark lighting artifacts)
Additional rock spawns for forests
Custom maps keep hand-painted cliff topology, add auto-baked to it
3rd person animations for sawnoffshotgun
Reduces seams in player model lods
Brought back env refl occlusion and horizon fade (deferred mode) in rust/standard shader set; touched relevant shaders
Fixed all the stupid things that I did
Removed markins from human skin shader, ported to new shader
TribeCreationUI blockout
Added "Apply Vertex Alpha" toggle to Rust/Standard; option to multiply vertex alpha into pixel alpha
Custom map clutter topology (auto-baked for now)
Only idle kick if the server is full
grenade deploy delay tweaks
Removed some terrain adjustments from underwater rocks
some more grenade throw tweaks
changed the f1 grenade / beancan so you can throw them as soon as you press fire (without waiting for the entire deploy anim to finish)
Automated Linux DS Build #284
Tints working better and building mesh gen bug fix.
Automated Windows Build #284