30,783 Commits over 3,867 Days - 0.33cph!
Pickaxe sound timing tweaks
Fixed possible NRE in Model.SyncBones
headshot sound overrides hit notification
adjusted hit notification sound
Moved asset warmup to the first time a server is joined
Asset warmup is now enabled by default
Enabled read/write on concrete wall meshes
Added asset warmup to bootstrap (needs testing, disabled by default)
Optimized ragdoll bone copy
Updated RustNative (with linux sqlite fix)
Increase the distance gunshots are audible from
Make bullet impacts audible from farther away
Rocket launcher volume fixes
bunch of lootspawn table changes
bone and wood armor no longer default
Weapon deploy, swing, and reload sound polish. Loot barrel sound polish.
updated hitbox damage scales
added some new muzzleflash sprites that look more random than the previous.
added a relaxed gesture for the 3rd person rocket launcher idle
Added lighting normalization factor to VertexLitBlendedCustom; helps with opacity when overlit
Sleeping bag no longer teleports the player, then respawns but instead uses a respawn overload
Fixed protocol mismatch messages being reversed
Added batching to all compound walls and barricades from the second texture atlas
Reduced rain probability some more
Network++
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Adding normal map for the previous atlas
Patched ShadeVertexLights to support up to 8 lights (unity max)
Tweaks to the retaining walls terrain blend material
Moved all our barricades to the prop atlas texture
Adding a prop/barricade atlas texture and material, moved compound walls to that atlas.
Testing a rubberbanding theory
Balaclava model, mats, blah blah blah
Fixed issues with Env Refl Horizon Fade
Added Env Refl Occlusion and Horizon Fade to StandardBlendLayer shaders
Fixed player skeleton gizmos
Fixed StandardBlendLayer shader getting getting bad metallic/gloss values on detail layer
If booting in mono, switch to stereo mode (hopefully fixes crashes of people with headphones plugged in (unity!))
Fixed player teleport bug/exploit
Fixed uv set selection in blend layer shaders
Fixed compilation error in internal-deferredreflections
Updated vertex lighting code in BillboardLight with latest spotlight code
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finally fixed the bug where the player's head would deform and look super ugly.
Added SavePause component (pauses auto-save for the lifetime of this entity)
Added SavePause to cargo plane prefab
Server save optimization test