127,974 Commits over 4,109 Days - 1.30cph!
Forest rock clutter and bushes
Rougher grass, less lawny
Subtracting
13980 (temp powerline fix)
Switched back to post-based SSAO
Don't idle kick admins/developers
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)
some more grenade throw tweaks
Removed some terrain adjustments from underwater rocks
grenade deploy delay tweaks
Only idle kick if the server is full
Custom map clutter topology (auto-baked for now)
Added "Apply Vertex Alpha" toggle to Rust/Standard; option to multiply vertex alpha into pixel alpha
Brought back env refl occlusion and horizon fade (deferred mode) in rust/standard shader set; touched relevant shaders
Reduces seams in player model lods
Custom maps keep hand-painted cliff topology, add auto-baked to it
Additional rock spawns for forests
Terrain normal map for shading calculations excludes rocks (fixes dark lighting artifacts)
Merge from save116 (new procedural generation, custom map updates, dungeon improvements)
Prefab auto-updates (Tools/Prepare Prefabs)
Fix for argument out of range exception in road generation on certain seeds
Rock cull distance tweaks
Censoring breasts cuz people having their heads blown off is okay but a woman's nipples aren't
Fixed player model double heirachy
Alpha-blend/fade surfaces using Rust/Standard shader set now get proper scattering contribution (mostly for decals)
Reduced roadsign armour clipping, altered some other clothing meshes too to reduce clipping with items worn over them
Fixed ragdoll editor
Rebuilt ragdolls
Fixed ragdoll stretch weirdness
Fixed player model being visible while ragdoll is
Fixed resource spawn clustering sometimes not working
Hemp is slightly bigger (easier to find)
Resource spawn rule tweaks
Projectile movement uses FixedUpdate
Projectile movement causes less garbage
Dumb cloud shader fix for buggy drivers (glcore; win)
Fixed black sky reflection when switching water quality
Moved water sim back to regular update; dispersion should take care of time-dep params
Fixed bug where looking down above water would clip and show ocean floor without underwater scattering
Added new shader level (500) to rainfall that enables soft particle fade
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.