111,829 Commits over 3,928 Days - 1.19cph!
underwater rocks do not use terrain projection
Fixed detail texture scaling for the new rocks
Dungeons rock LOD setup update
procgen rock swapping backup
Cloud Billboards added to Sky Dome and values tweaked.
Military_tunnel_1 prefab update
rock_cliff_a geometry polish
dungeons rock switch old to new
placeholder rock prefabs
new sounds / particle effects for wounded animations
tweaked swimming and sprint animations.
Generic footstep effects (fix for no footstep sounds on quarries)
Add local voice limiting to helicopter weapon sounds
Ensure all light buzz sounds in new rad towns are LODed correctly
Melee impact sound polish
Hatchet strike sound polish
Fall damage sound tweaks
Only play fall damage sounds when taking 20+ damage
swimming cleanup, unified values for swimming/headunderwater
Fixed water refraction back projection in GL/OSX
Changed standard blendlayer shaders to preserve masked albedo detail; traded for normal map in lowest LOD (#325)
Check antihack whenever players try to damage something (antihack.playerdamage convar, defaults to false)
Added antihack.objectplacement convar to toggle object placement verification (defaults to true)
Melee weapon damage distance check sends message to player when rejecting an attack
Stability is now encapsulated into a StabilityEntity
Doors, shutters and embrasures use the new socket based stability system
Fix for RUST-164 and RUST-318
Updated custom speedtree shaders to 5.3
More fixes for lag exploits (RUST-315)
Replaced obsolete material block calls
Updated standard brdf to 5.3 (needs complete shader reimport)
RUST-196 - this is the proper fix
RUST-292 - Pushed LOD1 distance a bit to lessen barbwire popping
RUST-43 - Added missing surface params to colliders
RUST-196 - attempting to fix
RUST-313 Simplified stone worldmodel collider
Rebuilt plugins against updated UnityEngine.dll
Updated CurrentVersion
Deleted UnityTestTools (now integrated)