127,413 Commits over 4,109 Days - 1.29cph!
Balaclava model, mats, blah blah blah
Testing a rubberbanding theory
Adding a prop/barricade atlas texture and material, moved compound walls to that atlas.
Moved all our barricades to the prop atlas texture
Tweaks to the retaining walls terrain blend material
Patched ShadeVertexLights to support up to 8 lights (unity max)
Adding normal map for the previous atlas
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Reduced rain probability some more
Network++
Added batching to all compound walls and barricades from the second texture atlas
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Fixed protocol mismatch messages being reversed
Sleeping bag no longer teleports the player, then respawns but instead uses a respawn overload
Added lighting normalization factor to VertexLitBlendedCustom; helps with opacity when overlit
added some new muzzleflash sprites that look more random than the previous.
added a relaxed gesture for the 3rd person rocket launcher idle
adjusted some viewmodels to have snappier aiming
adjusted some muzzleflashes to not occlude targets
updated hitbox damage scales
Weapon deploy, swing, and reload sound polish. Loot barrel sound polish.
bunch of lootspawn table changes
bone and wood armor no longer default
Rocket launcher volume fixes
Make bullet impacts audible from farther away
Increase the distance gunshots are audible from
Updated RustNative (with linux sqlite fix)
Optimized ragdoll bone copy
Added asset warmup to bootstrap (needs testing, disabled by default)
Enabled read/write on concrete wall meshes
Asset warmup is now enabled by default
Moved asset warmup to the first time a server is joined
headshot sound overrides hit notification
adjusted hit notification sound
Fixed possible NRE in Model.SyncBones
Pickaxe sound timing tweaks
fixed research table showing 0% with condition based items
Sleeping bags can no longer be placed in nobuild zones
Sleeping bags cannot be stacked as much anymore
Sleeping bag collision is less annoying
slightly increased despawn times for bodies and dropped items
dropped items have longer despawn times based on rarity