33,183 Commits over 4,109 Days - 0.34cph!
lowered top shelf collision a notch
Powerlines correctly prevent building
Shader, asset and prefab warmup convars are client-only, saved
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Deployer / Planner check AntiHack system before allowing placement
Spawn the building block skin immediately if stability is still pending
Don't batch wooden shutters (because they can move)
eoka cost changes and ammo type changes
Fixed the Eoka pistol's flint spark not playing
Fixed Standard-BlendLayer shaders in lower LODs (#286); switched LODs 100 and 200 to SM2 while I'm at it
set the bandage to use the correct worldmodel
tweaked the syringe size so it no longer looks like an oversized dildo
Mouse wheel default switch
Foundation placement check fix in tight spots
Fixed not falling when chat open etc
Updated phrases - with hopefully non sweary russian versions
Removed numpad graphic quality debug keys
Fixed visit webpage not working when connected to server
Clamped skin darkness to compensate for sss darkening; toned down overall shininess (#297)
Fixed RUST-293 (foundation steps cannot be placed in some situations)
Uncompressed ambient sounds (for playback perf)
Don't record/update framerate if console is open
Fixed the 2 keylock meshes being registered with two LODGroups / no LODGroups (cc Helk)
Code lock uses 1 lodgroup instead of 2
Fixed NRE in InputState, resulting in not being able to use any controls
Fixed missing sound def on player_ragdoll (Rotting Flies)
Fixed being able to knock doors without knock sounds (server guid is empty error)
Fixed NRE in server projectile movement
Fixed lantern stacking / hiding
Fixed NRE in SelectedBlueprint
Fixed deferred shaderinos
Defaulted PlayerSkin1 material skin color param back to original value; just to be sure
Nighttime reflection probe ground color fix
Attempting better RT/Device loss handling in terrain texturing (#69)
Hack fix for black river backface z-fighting (#294)
Touched remaining water shaders just in case
Serverside player metabolism performance
fixed missing animation events for a bunch of weapons
Fixed dx9 low quality LOD<300 blend layer shader (#305, #306, #307)
tweaked specular values on some water effects.
Added free base and detail map ambient occlusion to "Rust/Standard Terrain Blend" (input -> albedo alpha)
Pushed back river backface clipping
adjusted some animations and positions of several viewmodels so they don't clip into camera