249,428 Commits over 3,959 Days - 2.63cph!
removed footstep fx from concrete/dirt/forest/grass/metal/tundra/wood but left the prefab so triggers still sound.
added stone mesh particles to replace sprite sheet.
removed alternate impact blunt fx's
Reload sounds from other players are audible.
Tweak crossbow reload sounds to match updated animation.
More interaction positioning stuff, massive gizmos
Water treatment plant, early work
Viewmodel fixups, unification
updated overlay_bleeding_height map to Petur's superior version.
Fixed server compile error
Added ghetto-ass support for normal mapped screen overlays
updated overlay_bleeding maps.
Even more blocked convars to prevent servers fucking with players
Moved water depth and post opaque to CameraEvent.BeforeReflections (deferred)
Tweaked underwater terrain spec/refl occlusion
Added projectsettings analytics stuff that 5.2 keeps generating
Fixed bad desitation in ExecuteBreedingGroup
Removing debug
Player cannot issues commands to units that are currently in a BehaviourGroup
Updated standard and speedtree shaders with latest changes
Renamed Rust-Deferred to Internal-Deferred (default)
Removed Mono.Cecil.dll (seems to be included now)
Updated Mono.Cecil.Mdb.dll to latest
Tweaked quality settings: Simple to 1/2 res textures, Fast to 1/4 and Fastest to 1/8
Updated current version
Updated ironsights to use new system (so some of them might be wrong)
WIP SmartObject InteractionPosition stuff
Added Sit By Fire Interaction
Human asset updates
added second court half to lava court, working on rocks
added second lava court half to unity, changed size to match collision
EffectRecycle optimizations
Reduced maximum time per frame to use for clientside network message processing some more
Fix for hit reach issue in MP
Performance.memoryAllocations is stored as megabytes
Building skin changes are deferred and load balanced to reduce framerate hiccups
Powerplant lootcrates placement, statics
Prevent building volumes
Reticle position, shader, sprite
Mask Clear shader
Adjusted network culling grid calculation, adjusted the way level loads on servers.
Train crane collision - missing pipe collision detail
FPS
Added targets to showdown mode
Reduced maximum time per frame to use for clientside network message processing
Monument loot spawns are allowed to spawn underground if their spawn point is inside of a terrain carve volume