249,443 Commits over 3,959 Days - 2.63cph!
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
Trainyard terrain fixes, missing collision, water tower col adjustments
Scene stuff. Missing strobelight mats.
Added support for terrain offset to monument and mountain prefab scenes
Crystal mat tweaks, because fog. Scene stuff wip.
Trainyard lootcrates and barrels, statics
New pipeline piece of greybox
Added the shadowless point light back to the furnace.
Can wear hats with bandana
Weather settings in RustEditor/Environment
AK entity scope attachment bone
These oaks shouldn't have two-sided bark materials.
Savas: Added a very small buildable area. Loot improvements. Explosives shack. Public furnace and campfires.
FOR FUCK SAKE interior wall + collision
Added TribeStartArea component
Tribe spawning now handled by TribeStartArea if one is available
TribeStartArea places a campfire and spawns 6 adults, 3 of each gender
Added scope slot
Changed how ironsights work
Fixed weapon attachments breaking weapons if not changing stats
Fixed weapon attachments breaking shoot sound when not silencer
Added memory usage / gc counter to perf 1 / 2
FOR FUCK SAKE texture and mat to make the hazard area more visible
reloading counts as a weapon cycle
FOR FUCK SAKE force update material texture
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Trainyard level, first rough pass, with scene to prefab
Some collision updates
Fixed unclamped mip in pvt pre pass
Making ironsight definition less stupid