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Procedural river / road parameters are exposed in the generation scripts (for roads these will eventually be defined by the road connection nodes of monuments)
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road_dirt material tweaks
slightly reduced road width for scale
Water treatment plant, added missing escape route for one tank
Sat dish material changes on smalled rocks
Mace, Longsword & Salvaged cleaver are now throwable
longsword world prefab update
Semi_auto_rifle - materials and texture plus fbx
Fix for material setup throwing errors in edit mode
Roof exploit fix
Stability diminishing returns
Various building block placement quality of life improvements
Fixed layer index warnings
Warmup construction parts placed directly in the map in editor (for debugging)
Dither UI protection background to avoid banding
Disabled lazy aim
Viewmodel responsiveness tweaks
Prefab prepare
Updated phrases
Allow attaching roofs to the bottom of other roofs again
Distance crossfading bugfix
Added unity glcore support (now standard in osx); updated shaders and RustNative binaries
Craggy Island update
Savas/Savas Koth update
Sat dish material fixes Hapis
Updated to standard brdf spec/refl changes in unity 5.3.1p1; touched relevant shaders
adding jerry can LODs + prefab, textures and materials.
Removing old rock models and textures
Rock_temp folder rename
Removing old rocks prefabs folder
Fix for RUST-413 - Various dungeons sewers gaps
Fixed overly bright foam; raised foam texture's default anisotropic level
Disabled foam underwater (camera depth based, won't match surface)
Splat adjustment of roads and rivers also use editor padding / fade parameters
Merge from procgen11.1
Network++
Save++
Trainyard - fixed missing pipe collisions and deadfall
Sleeping bag exploit fixes
Initial commit - Body_00 and Head_00. Eyes etc to follow