33,183 Commits over 4,109 Days - 0.34cph!
Stab Impact Effects (temp)
helicopter no longer targets sleeping players
explosive rounds check line of sight
fixed heli console commands
fixed survey charge damaging things through walls
patrol heli no longer has 1 hp
wood/stone gates cost balancing
Better outline shader
Fixed pole banner sharing icon with hanging banner
floor.triangle support sockets
Added missing wooden gate icon
Fixed revolver/bolt skins not working as they should
Fix for RUST-88 - Sign health balance
Player movement controller clamps velocities from the physics system to a safe range
Disabled furnace / campfires on SavasIsland_koth (crash test)
Player movement velocity clamping tweak
Added "Particles/PixelLit Blended Custom" simplified per-pixel lit particle shader (normal map; vertex lights; opacity-based transmission)
Large wood storage box model and textures re-skin
Lowered barricades slightly to 1.25
Fixed regression that caused batched renderers to be invisible for a short time when a mesh is removed
Enabled line of sight check on landmine
Landmine and timed explosives use entity center point as origin of damage sphere
Fixed black water when all fog is disabled
Fixed logo-related deluxe eye adaptation editor errors
merge from building_atlases
Always clamp FOV to a valid range
merge from building_atlases
autoturrets won't aggro on eachother if shot by errant rounds
AK47 mesh update (now component meshes)
Added LODs to database
Added textures & materials
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Added maxthreads convar (number of threads to use for the procedural world generation, defaults to processor thread count)
updated ak47 material values
Cherry picking Vince's door material fix
merge from building_atlases
fixed most napalm extinguishing right after spawn from helicopter rockets
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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