30,783 Commits over 3,867 Days - 0.33cph!
ak47 ironsight target tweaks
fixed some issues with the attachments being offset on the m249
Fixed mismatch between volumes under water and refraction
Fixed specular below water; added underwater shader
Added chromatic dispersion to water refraction; ramped up distortion for low freq waves
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fixed most napalm extinguishing right after spawn from helicopter rockets
merge from building_atlases
Cherry picking Vince's door material fix
updated ak47 material values
Added maxthreads convar (number of threads to use for the procedural world generation, defaults to processor thread count)
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Added LODs to database
Added textures & materials
AK47 mesh update (now component meshes)
autoturrets won't aggro on eachother if shot by errant rounds
merge from building_atlases
Always clamp FOV to a valid range
merge from building_atlases
Fixed black water when all fog is disabled
Fixed logo-related deluxe eye adaptation editor errors
Enabled line of sight check on landmine
Landmine and timed explosives use entity center point as origin of damage sphere
Fixed regression that caused batched renderers to be invisible for a short time when a mesh is removed
Lowered barricades slightly to 1.25
Large wood storage box model and textures re-skin
Added "Particles/PixelLit Blended Custom" simplified per-pixel lit particle shader (normal map; vertex lights; opacity-based transmission)
Player movement velocity clamping tweak
Disabled furnace / campfires on SavasIsland_koth (crash test)
Player movement controller clamps velocities from the physics system to a safe range
Fix for RUST-88 - Sign health balance
Fixed revolver/bolt skins not working as they should
Added missing wooden gate icon
floor.triangle support sockets
Better outline shader
Fixed pole banner sharing icon with hanging banner
wood/stone gates cost balancing
patrol heli no longer has 1 hp
fixed survey charge damaging things through walls
fixed heli console commands