30,783 Commits over 3,867 Days - 0.33cph!
updated loot tables + manifest
removed physical trap items from spawn table
shell protection added to external walls/gates
Brought back shore wetness; new params, more broad; first stage before PBR params and extending to other shaders
balance for external walls/gates
basecombatentity never loads with more health than its max
metal facemask & toro now have same protection values (facemask nerfed a bit)
Fixed culling mode not working on Rust/Standard shader set
Made pool.prefabs and pool.assets console commands take an optional filter argument
Wall frame inserts do the same construction layer check walls do
Allowed mesh.quality and tree.quality to be > 100
Made mesh and tree qualities > 100 push back the billboard / cull distance as well
Cleaned up how skins are stored + applied
Ak47 accepts skins properly
Updated viewModels scene with backdrop & better lighting for blog video renders
Planner placement tweaks and fixes
Increased max third party prop texture res from 32x32 to 128x128 => ~0.5 MB to ~8 MB
Fixed barricades culling too early
Fixed ancient bug in planner that could incorrectly allow placement of objects at max distance
Way better melee rock impacts
Fixed skin shading regression on OSX/glcore
min 5 damage from codelock failure
code lock shock final pass
Added "ent who" admin command - for seeing who created the entity
Fixed separable blur shader error
Workshop download diagnosis code
Added command "clear" (clears console)
Added command "copy" (copies console content to clipboard)
Tweaked a number of important textures to use trilinear filtering (coz it's 2016) and anisotropic
Tweaked horse mat variations; fixed glass low quality not getting fogged; added basic placeholder hair shader
Fixed horse materials and some texture settings; switched hair shader to blend nicely into fog
Added detail spec/gloss to skin shader; made SSS blur stronger
Removed hand popping into view on all hatchet vms
reactive target fbx, lods and materials
Added background texture for blog render videos
reduced the amount of wrist deformation when the flamethrower reloads
Ported over fix for AO overdarkening screen top
flamethrower viewmodel prefabs / sounds / special fx