124,050 Commits over 4,171 Days - 1.24cph!
updates to thrown weapon anims & transitions
Adjusted bolt action damage so coffecan helmets let you barely survive one headshot (as they did before the damage buff)
Increased effective distance of rifle bullets
Removed redundant visibility check in deferredMeshDecal
Fixed server error can't remove MeshRenderer because DeferredMeshDecal (RUST-1237)
Fixed some camera related errors in decal mesh renderer
Updated a few prefabs and materials to the new mesh decal workflow
Timber mine model set WIP
Blend mask for rock_cliff_b
Military tunnels scene work backup
Remaining materials to mesh decals
Updated parts of water plant, satellite dish, powerplant, warehouse, airfield to mesh decals
Hopefully fixed a case where the player view direction was not shown correctly to clients (RUST-1154)
Updated remaining (hopefully) structure prefabs to mesh decals
fixed candlehat/minerhat not being visible in first person
removed darkening on holosight lens
reverted hitmarker sound (sorry @alexr!)
made a buch of things researchable (like doors/ladder hatches) that weren't before
moved most barricades to common/uncommon tier (instead of rare)
Fixed mesh decal zwrite and blending modes
Deprecated LightCloneShadow hack + removed script + updated skydome prefab and shaders
Fixed decals not working properly on build
BuildPrefabs: Try moving a file 10 times before failing
Deferred mesh decal rollback
Subtracting deferred-mesh-decals rollback into a branch
Optimized ragdoll update visibility bounds with distance-based update freq; moved to optimize animator
Crystals prefab with smoke and light for tunnels (static)
Military tunnels scene work backup
Merged back deferred mesh decals
Added biome tint mask property to rust/std and rust/std decal shaders
Nuked terrain dummy addpass
Static doors prefabs (unopenable)
Minecart wip
Plugged plenty of holes in my meshes
Military tunnels scene work backup
Added a few innocuous workarounds for glsl challenged drivers (glcore); touched relevant shaders
Lighthouse texturing progress
glsl workaround for rivers
Train track biome tinting + some albedo brightness tweaks
Fixed players blur visible behind walls; affecting MB and TSSAA (RUST-1206)
Fixed several "Cannot play disabled audio source" warnings
Enabled sound pooling by default on 64bit systems
Fixed stretched river flows in hapis island (RUST-1036)
Added ResetState to BaseNetworkable (meant to reset entity to instantiation state)
Added pooling support to storage containers and doors