34,492 Commits over 4,232 Days - 0.34cph!
    
    
    
        
            
            
            
                
                ...but only on 64bit OSes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed external gate doors getting culled when 100+ world units away
Tweaked external gate door LOD1 distance
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added new optimized shader for rainfall; tweaked worst case rainfall particle count
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tweaked SMAA for quality; now works on grass and others
 
                
                
                
                
                
             
         
        
            
            
            
                
                Choppa has new shaders; now fades nicely into fog
Added fog-aware custom glass shader (very basic atm)
Added lower level of detail to rain
 
                
                
                
                
                
             
         
        
            
            
            
                
                Missed heli glass material
 
                
                
                
                
                
             
         
        
            
            
            
                
                Retired Deployer and DeployGuide scripts
Converted all deployables to use the planner entity for deployment
Network++
 
                
                
                
                
                
             
         
        
        
            
            
            
                
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                Decay protection points use sockets (faster than physics query and actually reliable)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Re-added deployer for locks (until we have something better for them)
 
                
                
                
                
                
             
         
        
            
            
            
                
                SoundFade tweaks for andre
Bail early when trying to StartSound on an AmbienceEmitter that's not active in the heirarchy
 
                
                
                
                
                
             
         
        
            
            
            
                
                flamethrower viewmodel prefabs / sounds / special fx
 
                
                
                
                
                
             
         
        
            
            
            
                
                Ported over fix for AO overdarkening screen top
 
                
                
                
                
                
             
         
        
            
            
            
                
                reduced the amount of wrist deformation when the flamethrower reloads
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added background texture for blog render videos
 
                
                
                
                
                
             
         
        
            
            
            
                
                reactive target fbx, lods and materials 
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed hand popping into view on all hatchet vms
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added detail spec/gloss to skin shader; made SSS blur stronger
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed horse materials and some texture settings; switched hair shader to blend nicely into fog
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tweaked horse mat variations; fixed glass low quality not getting fogged; added basic placeholder hair shader
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Tweaked a number of important textures to use trilinear filtering (coz it's 2016) and anisotropic
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Added command "clear" (clears console)
Added command "copy" (copies console content to clipboard)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Workshop download diagnosis code
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed separable blur shader error
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added "ent who" admin command - for seeing who created the entity
 
                
                
                
                
                
             
         
        
            
            
            
                
                code lock shock final pass
 
                
                
                
                
                
             
         
        
            
            
            
                
                min 5 damage from codelock failure
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed skin shading regression on OSX/glcore 
 
                
                
                
                
                
             
         
        
            
            
            
                
                Way better melee rock impacts
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed ancient bug in planner that could incorrectly allow placement of objects at max distance
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed barricades culling too early
 
                
                
                
                
                
             
         
        
            
            
            
                
                Increased max third party prop texture res from 32x32 to 128x128 => ~0.5 MB to ~8 MB
 
                
                
                
                
                
             
         
        
            
            
            
                
                Planner placement tweaks and fixes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated viewModels scene with backdrop & better lighting for blog video renders
 
                
                
                
                
                
             
         
        
            
            
            
                
                Cleaned up how skins are stored + applied
Ak47 accepts skins properly
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Allowed mesh.quality and tree.quality to be > 100
Made mesh and tree qualities > 100 push back the billboard / cull distance as well
 
                
                
                
                
                
             
         
        
            
            
            
                
                Wall frame inserts do the same construction layer check walls do
 
                
                
                
                
                
             
         
        
            
            
            
                
                Made pool.prefabs and pool.assets console commands take an optional filter argument
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed culling mode not working on Rust/Standard shader set
 
                
                
                
                
                
             
         
        
            
            
            
                
                metal facemask & toro now have same protection values (facemask nerfed a bit)