112,529 Commits over 3,928 Days - 1.19cph!
Spears use arrow damage type when thrown
Added throwable damage properties
Increased effective distance, projectile velocity and damage of semi auto rifle slightly
Tweaked ssao for performance
Reduced max projectile damage falloff over distance
Increased projectile damage falloff distance
Fixed NRE when shooting players in Perf.Playermodel scene
Disabled tonecc editor histogram display+update by default
Grabbed optimized hable tonemapper from amplify color
▇▄▉▊▄▋▌▉ ▉▆▅▆ █▉▋▄▆█▉ ▉▉▇
Added server side combat log that keeps a history of dealt and received damage (access via combatlog console command)
fixed head flickering during sleeping animation
Disabled TSSAA sample tonemapping for now; causing problems in opengl (possibly fix for RUST-1167)
Procgen Railroad segment model/LODs/COL
Procgen roads segments models/LODs/textures
▍▅▍▍▉▊▅▊█▋▆.█▍ ▍▅▄▉ ▄▉ █▅▍▅▌▇▅▅ ▌▄▋▆▅▍ ▌█▉▊▆▍▋ ▊▍ => ▆▄▌ ▌▇ ▍▇▋▄▊ ▍▆▄▍▄/▄▊██ ▆▉▋▉▄▉▄
▋▉▇▅▇▋ ▌▅ ▆▇▆▅▆▋▊▇ ▌▇▍ ▆▅▊▊▄
testing serial builds because i'm desperate
Removed BuildAssetBundleOptions.DisableWriteTypeTree flag
Log file print, wait for release
Old posters textures
Bus stop model, LODs, COLs and prefab
smoothed out the blend transitions between the 3rd person jumping animations
Got rid of all keywords on unity's tonemapper; eye adapt forced on
removed PlayerItemInputBlocked check
Disabled mesh compression on rocks, see if that works
supply drop blocks player item input
crossbow deploy extended in code
Reduced bloom overhead by another 10% costing tolerable change to overall brightness
Exposed more bloom params
doubled max xp for finding barrels/loot crates (helps with late game grind, less xp falloff )
increased gathering maximum xp by 50%
increased max xp from others crafting item
increased xp earn rate from others gathering for you (diminishing still in effect)
Added bone name to vis.damage
lowgrade fuel keeps lights lit longer
ownership share for providing resources increased to 50%
if someone kills an animal with your tool you get xp
fixed bug where you could sometimes bypass loot item input protection
Changed the assigned body parts of some lower body player bones (since the upper legs of the mesh are skinned to the hip bones)
Reverting some model state tick changes I believe to be fucked
Wood doors much more vulnerable to explosives
Replaced bloom's 7 (7 sp) gaussian with optimized 9 (5 sp) gaussian; now 10% faster
Default water quality = 1 (refl also 1)
Default aa quality = FXAA
Procgen scenes and prefabs for power substations
Desperate attempt at fixing mesh issues on rock_cliff_a: touched, changed tangent computation and turned down compression
Fixed item containers of certain weapons being locked for player input (cc Helk, regression from 15732)
Turned off tonemapper debug
Tweaked eye adaptation and tonemapping to fix overbrightness
Warn on duplicate bone ID in skeleton properties