30,783 Commits over 3,867 Days - 0.33cph!
Light test 2 (env refl occlusion)
Men have manlier eyelashes
eyelashes use standard shader
Fixed map overlay not preventing mouse buttons when open
Fixed everything being white in scene view on our main camera (maintaining identical visuals at runtime)
Material zoo nighttime parameters
Fixed errors when running material_zoo scene
Fixed local player sometimes holding multiple weapons
Fixed double deploy warning
Light test (env refl occlusion)
Stripped deprecated tree optimization code
Wood armour pants don't clip through other clothing items
Added server.idlekickmode
Added server.idlekickadmins
Fixed terrain asset being constantly modified even when nothing has changed
Removed unused foliage shader from ancient times
Removed duplicate / unused footprint assets
Fixed overly bright sand footprints
Grass uses standard shading + specular / smoothness
Repositioned female model to better fit the old rig - should fix some of the body limb issues.
Added baked lighting to all player textures - materials should look way better in ambient light now.
Tweaked the skin lookups + materials to compensate for the new textures.
Added convar specnet - if enabled you will be networked when you're spectating. This means that you will hear voice chat, but also means that cheaters will potentially be able to detect you watching them.
Added new shader level (500) to rainfall that enables soft particle fade
Fixed bug where looking down above water would clip and show ocean floor without underwater scattering
Moved water sim back to regular update; dispersion should take care of time-dep params
Fixed black sky reflection when switching water quality
Dumb cloud shader fix for buggy drivers (glcore; win)
Projectile movement uses FixedUpdate
Projectile movement causes less garbage
Resource spawn rule tweaks
Hemp is slightly bigger (easier to find)
Fixed resource spawn clustering sometimes not working
Fixed ragdoll editor
Rebuilt ragdolls
Fixed ragdoll stretch weirdness
Fixed player model being visible while ragdoll is
Reduced roadsign armour clipping, altered some other clothing meshes too to reduce clipping with items worn over them
Alpha-blend/fade surfaces using Rust/Standard shader set now get proper scattering contribution (mostly for decals)
Censoring breasts cuz people having their heads blown off is okay but a woman's nipples aren't
Fixed player model double heirachy
Rock cull distance tweaks
Fix for argument out of range exception in road generation on certain seeds
Prefab auto-updates (Tools/Prepare Prefabs)
Merge from save116 (new procedural generation, custom map updates, dungeon improvements)
Reduces seams in player model lods
Brought back env refl occlusion and horizon fade (deferred mode) in rust/standard shader set; touched relevant shaders
Added "Apply Vertex Alpha" toggle to Rust/Standard; option to multiply vertex alpha into pixel alpha
Only idle kick if the server is full
grenade deploy delay tweaks
some more grenade throw tweaks
changed the f1 grenade / beancan so you can throw them as soon as you press fire (without waiting for the entire deploy anim to finish)