127,449 Commits over 4,109 Days - 1.29cph!
In the editor, keep separate prefab pools for client and server
Clamp AH projectile and melee tickets
Combat log also contains rejected attacks (including reason for rejection)
ProjectVersion / ProjectSettings auto updates
Entity pooling is disabled by default on the client and the server
Construction skin pooling is disabled by default on the server
Merge from entity_pooling (disabled)
Wood timber trims textures
Light fixtures prefab tweaks
Scene view synced Camera script
Doubled projectile radius of shotgun buckshot and handmade shells
Added meleedamage, arrowdamage, bulletdamage and bleedingdamage server convars
Added meleearmor, arrowarmor, bulletarmor and bleedingarmor server convars
Changed some pooling console commands
part1 of fixing darkening issues
Fixed messed up terrain-mesh blending after fullscreen toggle (possible other issues too)
part2 of fixing darkening issues
garbage idea but maybe someday
baseline - this is the one
Revamped the graphics overhaul lighting, for all hours of the day.
Includes a "bright" full-moon night that maybe deters gamma cranking.
Merge from main to fix the brightness bug.
Reverted climate.cs and applied fix
Increased rifle and pistol projectile base damage from 40 to 50
Server side interaction checks for everything
Fixed legacy decal shadow when dealing with non-directlight shadows
Moved multicopy from water2 to shared resources
Added proper support for deferred mesh decals + overhead.. to replace decal shadow hack
Added rust/std decal spec shader
Cleaned up rust/std decal specular
Added rust/std decal metallic
Touched shaders affected by fix in prev commit
Removed a few shitty bird stings and cricket loops
Better volume balance and general polish on ambient sounds
Less ear-piercing hitmarker sound
Better, more varied bullet flybys and ricochets
Don't play a million ricochet or impact sounds when shotgun blasts hit the ground
More woody knock and less tearing on tree impacts
Footstep polish and consistency
Bush rustles have a lot shorter fade in and sound more natural
Misc small sound tweaks, volume balance, and polish
Added deferred mesh decal renderer to main camera prefab
Modified sphere_tank decal material and renderer to use deferred mesh decals
final
researching items calls CollectedForCrafting (mods/ammo comes out)
Researching added
Temp Blueprints added
research table unlocks at level 10
large wood storage unlocks at level 9 (was 10)
-Added research paper
-use research paper to increase success chance
-earn multiple one-time use blueprints when successfully researching an item (based on type)
rebuild loot panels
phrases
touched a bunch of prefabs
-merge into main-
researching items calls CollectedForCrafting (mods/ammo comes out)
Researching added
Temp Blueprints added
research table unlocks at level 10
large wood storage unlocks at level 9 (was 10)
-Added research paper
-use research paper to increase success chance
-earn multiple one-time use blueprints when successfully researching an item (based on type)
rebuild loot panels
phrases
touched a bunch of prefabs
Fixed some GC spam from auto turrets
updates to thrown weapon anims & transitions
Adjusted bolt action damage so coffecan helmets let you barely survive one headshot (as they did before the damage buff)
Increased effective distance of rifle bullets
Removed redundant visibility check in deferredMeshDecal
Fixed server error can't remove MeshRenderer because DeferredMeshDecal (RUST-1237)
Fixed some camera related errors in decal mesh renderer
Updated a few prefabs and materials to the new mesh decal workflow
Timber mine model set WIP
Blend mask for rock_cliff_b
Military tunnels scene work backup
Remaining materials to mesh decals
Updated parts of water plant, satellite dish, powerplant, warehouse, airfield to mesh decals
Hopefully fixed a case where the player view direction was not shown correctly to clients (RUST-1154)
Updated remaining (hopefully) structure prefabs to mesh decals