108,630 Commits over 3,867 Days - 1.17cph!
Tempdelete to bypass silly error.
More consistency in terrain-grass spec. Retoned some trees. Less flowers. Fixed snow pine floaters for real this time. Spawn table adjustments.
Bare field trees. Road spec better matches dirt.
fixed some erros with the flashlight viewmodel.
Hapis topology. Grass plane/terrain tint consistency. Tunnel 2.
Added inventory.givebpall
CommunityEntity.UI stuff for bawng
Added server.pve mode (no pvp damage)
protocol++
updated manifest
updated loot tables
LookingA tooltips are visible in sunlight/snow
Added toggle to LitSmokeEmissiveFlame to enable emissive multiplication with base
Added LitSmokeEmissiveFlame shader variants
Community Entity boilerplate
HUD ordering fixes
Made health bar more visible (particularly in bright sunlight)
bunch of megs fixed icons
if( = if (
Community Entity boilerplate
HUD ordering fixes
Made health bar more visible (particularly in bright sunlight)
Added "Particles/Lit Smoke Emissive Flame" shader for helk
balanced fire damage to buildings
added new ammo icons
added explosive rifle ammo
Fix for 4k pvt crash; updated RustMative libraries
Fixed rotation option being disabled
Fixed fire spreading and made it spread less based on generation
bow can take multiple ammo types
added HV bow ammo
added 12 gauge shotgun slug
incendiary now rocket moves slower than basic rocket
Don't draw the displacement
FoliageDisplacement boilerplate
improved the movement animations for the stag and the wolf
Let's try not having 5000 audio sources in the camera prefab, see if that works
Fixed floating boxes in the airfield hangars
Fixed airfield loot crate spawn points
Allowed trees to spawn all around monuments if those happen to spawn in forests
Refactored some path code
Added topology, splat and width to path placement inspector
Fixed that roadside decor would spawn next to runways
Random collectable stone/ore/wood