127,569 Commits over 4,109 Days - 1.29cph!
electrical shock code for code locks, no more bruteforce
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)
balance for external walls/gates
basecombatentity never loads with more health than its max
Brought back shore wetness; new params, more broad; first stage before PBR params and extending to other shaders
shell protection added to external walls/gates
removed physical trap items from spawn table
updated loot tables + manifest
Shorter shore wetness range, darker soaked albedo
Fixed DoPrepare not being called on ScriptableObjects (missing skins in release)
Fixed item wrong categories
Landmine max placement distance is 4 (same as other traps)
Fix for "Cannot change GameObject hierarchy while activating or deactivating the parent."
Planner traces ignore triggers
Planner uses rust namespace defines instead of LayerMask.GetMask
Fixed AF not forcing on for all textures (against diogo's wishes)