127,171 Commits over 4,109 Days - 1.29cph!
Minor foundation step terrain socket fix
Made clientside HoldType handling less hacky, hopefully more robust
Renamed water reflections to water quality in F2 menu
compound walls art work, incl. lods, gibs, collisions
bridge mesh tweaks and AssetGallery update.
Replacing IsInvoking usage because it's slow
Defer player position updates by one frame instead of every tick received
Bridge Lods, texture tweaks and AssetGallery update.
Added extra layer to cloth shader using mask alpha
Highpassed regular jacket
Highwall Wood implementation
more shitting bridge LODS.
SocketHandle for wall placement
Stonewall
Building Gallery
Player Gallery
Invalidate player network cache on inventory change
Log warning if held entity cannot be found in inventory
Log warning if holstered viewmodel is holstered again
Fixed "total recall" eyes on ragdolls
deployDelay added to weapons
stuck explosives fall off their parent when destroyed
lowered oil refinery drop rates
lowered crossbow drop rates
Fixed a situation that could corrupt the deploy state of held entities on the local player
Fixed material of the torch world model
Added leather resource (unused for now)
Interaction point is always at the center of the screen, even when moving your head
Moved some weeds from static to dynamic decor
Icesheets are visible from further away and spawn more spread out
being downed twice in 60 seconds results in death instead of another wounding phase
Added working fade and transparent support to Rust/Standadrd shaders; all except terrain-based
Updated skin shader gui; temporary, entire shader will get a revamp next month
Fixed some script warnings
Added static immortal research table for the satellite dish
Added World.Procedural boolean (cc Helk)
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Brought back proper wetness reflection on the terrain
Added tweakable range to natural bloom
Updated camera prefab: moved natural bloom to after eye adaptation, reduced bloom by 1/3 otherwise we cant have proper PBR, as any mirror-like surf will fire up the bloom too much; either this or we go non-PBR
oil & hqmetal are less common
oil is much more common in the desert
hq metal is more common in the arctic/tundra with a very small chance of spawning in temperate
serverside melee distance check maxrange reduced
Monument spawn priority is higher than radtown spawn priority
improved the spear attack animations
player now holds building plans when he's in construction mode (instead of holding a 2x4 like it's a gun)
spears range increased
spears attack radius (margin of error) decreased significantly
spears attack repeat delay increased
Raised bloom intensity to 0.075 (1/2 the original) good tradeoff for now; thinking of area light spec to solve energy probs
Fix for bad river transition into ocean; doing a smooth fadeout; should hold until I get back
properly(?) added public benches to sat dish prefab