123,510 Commits over 4,171 Days - 1.23cph!
Load balancer takes more time when queue backlog increases
Fixed player preview
Female model shit
Perf.Playermodel models wear random clothes
Fixed AO intensity not working due to opts
Female model mesh replacement code (applied to tshirt)
First pass skin colours, clothing prefab fixes.
rigged / animated / added sounds for the reactive_target
tweaked some flamethrower viewmodel anims
kill console command kills immediately without going wounded first (it's just annoying)
Fixed potential pooling NRE when leaving play mode in the editor
Hide shirt lod fixes + female version
Fixed active item not dropping when killed without entering the wounded state first
Updated AO to latest and switched to deferred AO injection to play nice with PBR and go easier on the grass
impact sparks are HDR
added bullseye to reactive target
bullseye shots do 2x damage and have a special effect
can now lower target
1 second delay for pickup
Reactive target Missing collisions
Disabled microfiber fuzz layer on reactive target (uses fucked up normal encoding that messes with deferred decals)
Reactive target uses RendererLOD instead of LODGroup (never use LODGroup for stuff that doesn't walk around)
Adjusted reactive target bullseye collider (no hard edges that can cause perpendicular impact effects)
Adjusted reactive target physics layers (no player collision on the moving parts)
DeferredDecalRenderer command buffer refresh is allocation free
Added decal.cache convar (refresh decal system every frame vs. only when marked as dirty)
Spawn population tweaks
Fixed some stuff spawning midair near rocks
Manual copy of new HapisIsland (because Plastic apparently hates subtract inception)
fixed bullseye missing decals
Merge from prerelease/dungeons_art
Reverted Terrain4 (I assume this was committed accidentally)
Default world size is 3000 to assure that everyone hates me
adding a prefab for 15x15 road junction
Added biome tint layer option to Rust/Standard and Rust/Standard (spec)
cherry picking road tinting
Trail path material tinted by biome
Reset rocks biome tinting colours back to normal (rock_blended)
Trainyard backup
speed up the spear ( stone/wood) attack animation speed.
Procmap does not spawn stuff on 'building splat mask' anymore
Water treatment plan level design update wip
Trainyard backup
Wall prefab addition
Water treatment plant backup
Dungeon updates - some splat painting over and polish, prefab conversion
Brighter snow biome rock colour @petur
Pipeline pylons collider update
Fixed powerplant chimneys ladder space being too narrow
Fix for RUST-434, RUST-493, RUST-545
Removed dynamic batching from some dungeons rocks
'Add to heightmap' added to open air sewer prefabs
Terrain carve was to wide in some dungeons