30,517 Commits over 3,836 Days - 0.33cph!
Fixed overly bright sand footprints
Grass uses standard shading + specular / smoothness
Repositioned female model to better fit the old rig - should fix some of the body limb issues.
Added baked lighting to all player textures - materials should look way better in ambient light now.
Tweaked the skin lookups + materials to compensate for the new textures.
Added convar specnet - if enabled you will be networked when you're spectating. This means that you will hear voice chat, but also means that cheaters will potentially be able to detect you watching them.
Added new shader level (500) to rainfall that enables soft particle fade
Fixed bug where looking down above water would clip and show ocean floor without underwater scattering
Moved water sim back to regular update; dispersion should take care of time-dep params
Fixed black sky reflection when switching water quality
Dumb cloud shader fix for buggy drivers (glcore; win)
Projectile movement uses FixedUpdate
Projectile movement causes less garbage
Resource spawn rule tweaks
Hemp is slightly bigger (easier to find)
Fixed resource spawn clustering sometimes not working
Fixed ragdoll editor
Rebuilt ragdolls
Fixed ragdoll stretch weirdness
Fixed player model being visible while ragdoll is
Reduced roadsign armour clipping, altered some other clothing meshes too to reduce clipping with items worn over them
Alpha-blend/fade surfaces using Rust/Standard shader set now get proper scattering contribution (mostly for decals)
Censoring breasts cuz people having their heads blown off is okay but a woman's nipples aren't
Fixed player model double heirachy
Rock cull distance tweaks
Fix for argument out of range exception in road generation on certain seeds
Prefab auto-updates (Tools/Prepare Prefabs)
Merge from save116 (new procedural generation, custom map updates, dungeon improvements)
Reduces seams in player model lods
Brought back env refl occlusion and horizon fade (deferred mode) in rust/standard shader set; touched relevant shaders
Added "Apply Vertex Alpha" toggle to Rust/Standard; option to multiply vertex alpha into pixel alpha
Only idle kick if the server is full
grenade deploy delay tweaks
some more grenade throw tweaks
changed the f1 grenade / beancan so you can throw them as soon as you press fire (without waiting for the entire deploy anim to finish)
Don't idle kick admins/developers
Switched back to post-based SSAO
Rougher grass, less lawny
beancan deploy duration fix
bandages and syringes stackable to 3 and 2 respectively
Improved asian skin tones
grenade throws more reliable
throwing grenades is much quicker (less delays between actions)
beancan grenades are more reliable ( less dud chance )
resized ao for arrow heads
arrow heads fbx with textures, materials and prefabs
fixed shelves being able to be placed inside one another
fix for freelook while ADS
Cleaning out old player model/skin assets
Fixed missing skinned collider of some clothes
item attachments are refunded when weapon is used for crafting (eg. sentry)
Kick idle players after 30 minutes
Reduced holosight texture to 128x128
ceiling light placement bug fixes
manifest
Fix for disappearing holosight (#671)