115,319 Commits over 3,959 Days - 1.21cph!
recoil compensation baseline
only enabled on ak47 and lr300 to test (some bugs left)
Mine loot in mines.
Various fixes.
Fixed effects.bloom disabling the effect instead of switching between low and high quality
Rocket factory progress / new paths throughout the level
Tweaked clutter rock scale so they're not as easily confused with collectible ores
Ores in the arid biome are covered in sand ever so slightly (similar to snow on ores in the arctic biome)
Strip NavMeshObstacle component from client prefabs
Added IServerComponent / IClientComponent to a bunch of scripts, removed those scripts from PrefabPreProcess clientsideOnlyTypes / serversideOnlyTypes
Wooden logs can be harvested for wood
All cacti can be harvested for cloth and cactus flesh (instead of only some)
Removed some tiny trees from the spawn table
Small trees give same wood per hit as large trees (still less wood overall)
Added pooling support to ores
Resources no longer occasionally spawn inside of each other
Cave spikes are their own entity (required to preserve immortality and disabled decay after save load)
Changed save file extension to .sav instead of .map.sav
Enabled item condition on sleeping bags and ladders
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Fix for glossiness slider in workshop not working on roadsign armour
Fixed repair being free on some objects that only cost a very small amount of resources (for instance reinforced window bars, RUST-1692)
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fixed positioning of the map so it sits better in the player's hands
aimcones slightly tighter because they're now aimcones and not aimsquares
rocketlauncher can fire 50 rockets before breaking instead of 18-22
Presumably fixed ammo wooden box skin
Rocket factory / walkway layout progress
Tweaked skin specs to mitigate head/body seam
Fixed more dodgy terrain triggers
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Include item info in ToString() of world items
Added Tools/Find/Asset Memory Usage
planters models/prefabs wip dressing
level backup
Improved vertex lighting correction + touched relevant shaders
Tweaked rotor materials and plane trail to proper values
Fixing readable flag on driftwood clutter meshes
couple more pavement pieces to play with
Some sidewalk texture polish, looking more multipurpose, grid alignment on meshes
Experiment: Meshes in their own asset bundle, viewmodels back to main content bundle