32,239 Commits over 4,048 Days - 0.33cph!
More loot on Hapis, nobuild zones, random fixes.
Touching the stone worldmodel material
Sanity checks when retrieving next position from NavAgent
Updated how manifest is loaded
Prefab preprocessing fixes (RUST-1463, RUST-1664)
Restored stone world model material (was referencing stuff from the old Hapis tunnels)
thompson 10 hqm cheaper
ak47 has 50% more durability
skin approval
skin icons
missing file (compile)
merge into main
pump shotgun costs 5 less hqm
Add ability to limit voice counts for individual sounds globally
Global voice limiting on bullet impacts (shotgun trap perf fix)
Add shotgun trap sounds
Maybe I'll put it into the right branch.
Restored light fume particle effect material
Disabling itemskins no longer stops skin downloading, only the expensive skin apply, so the item icons always exist for the inventory
Fixed effects.bloom disabling the effect instead of switching between low and high quality
Strip NavMeshObstacle component from client prefabs
Added IServerComponent / IClientComponent to a bunch of scripts, removed those scripts from PrefabPreProcess clientsideOnlyTypes / serversideOnlyTypes
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Fix for glossiness slider in workshop not working on roadsign armour
Fixed repair being free on some objects that only cost a very small amount of resources (for instance reinforced window bars, RUST-1692)
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fixed positioning of the map so it sits better in the player's hands
aimcones slightly tighter because they're now aimcones and not aimsquares
rocketlauncher can fire 50 rockets before breaking instead of 18-22
Presumably fixed ammo wooden box skin
Tweaked skin specs to mitigate head/body seam
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Include item info in ToString() of world items
Added Tools/Find/Asset Memory Usage
Improved vertex lighting correction + touched relevant shaders
Tweaked rotor materials and plane trail to proper values
Fixing readable flag on driftwood clutter meshes
Experiment: Meshes in their own asset bundle, viewmodels back to main content bundle
Fixed skin ss scatter not working
Updated core generic shader
Disabled secondary light spec highlights on water surfaces
More rotor material tweaks
Added useVertexNormal and doubleSided lighting option
Reduced albedo on rotor materials for heli and cargo plane + enabled normal and double sided
Added rust/std particle for consistently lit particles + opaque/cutout deferred path
Fixed wood and cloth flecks impact particle materials
Fixed lit emissive smoke vertex lighting; e.g. heli lit smoke
Reduced LOD popping on weapons