30,783 Commits over 3,867 Days - 0.33cph!
Sand and snow impact sounds + grass impact sound tweaks
first pass at m249 sounds
Fixed steam inventory breaking if you have more than 128 items
Fixed RUST-277 - server objects aren't networking their positions to clients
Removed some unused network functions
Prototype: Dynamic ambient light and sky reflection intensity for indoor / outdoor environments
melee ranges slightly increased across the board
added a ripple effect to the water bucket when the player moves around
combined all underwater world fx into one super prefab.
Fucking water texture fuck the fuck off
Reset item.removeTime on load serverside, to avoid items falling into limbo
Added input Reset To Defaults
Added mouse blocking canvas when binding a key
Fixed options starting on wrong screen
shotgun shell fires +2 projectiles
handmade shell projectile count doubled, damage halved
eoka spread increased ( less useless)
Fixed being able to open chat when it's disabled
Fixed insane plant growth in shallow lakes
Fixed client rpc prediction cull not working (own weapons effects playing twice)
Use scaled time for client tick + lerp (timescale debugging weapons)
Triangle foundation exploit fix
Added lit particle test scene
Fixed per-pixel lit particles with rotation; hard limited to 2 lights
Don't split textures into different bundles (loadtime vs diskspace)
merge into main
reload happens automatically when switching ammo types
if pressing and holding reload key with only one ammo type, reload will happen (more responsive)
fixed quarry hiding items
Include default key config on osx
AntiHack debuglevel is 2 in the editor
By default, allow admins to use their noclip cheat even on antihack userlevel 2
Foundation step exploit fix
water_treatment_plant sewer ladder path unblocked
fixed a few little gaps between pipelines
Roofs are more expensive and have less health
wood doorframe see-through exploit fix
quarry fix - unrecoverable loot under bucket
Various building exploit fixes
Fixing weird PVT behaviour in GL/OSX
Added vertex lit fallback to pixel lit particle shader
Enabling LoadInBackground on sounds - to see what happens
Fixed VT washed out terrain (#263)
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viewmodel waterbucket animations + sounds + code + special fx
shelves can be removed with melee
fixed LOD on key lock
!fixed door repair exploit
fixed rockets sometimes detonating against their creators during times of lag
Changed underwater rendering order to happen immediately after the water meshes; avoids breaking Scott's FX
Fixed warning in FilmicToneMapping/EyeAdaptationMesh.shader
Added a bunch of RenderTexture.Release before some RenderTexture.Destroy just to be sure
Centralised place to Instantiate GameObjects (for better debugging/tracking)
unhooked bubble sound from underwater FX