127,409 Commits over 4,109 Days - 1.29cph!
Fixed LOS issues in caves (RUST-1039)
Transparent layer (fence, glass)
Split inventory/crafting into separate scenes
UI background blur is more generic instead of being tied to inventory menu
Reverted rust/std transmission changes
Tree stump materials didn't have horizont occlusion
Adding forest clutter: dead tree logs models/lods/prefabs
Touched water shaders to fix out-of-date staging
Implemented throw weapon AH protection (throw_protection, throw_penalty)
set up aim throwing for longsword & salvaged cleaver
Attack entity repeat delay cooldown test (RUST-1043)
Additional road prefab, broken type, no pavement
Transparent layer tweak (RUST-842)
Load mainmenu from scene (not scene2prefab)
Load mainmenu.serverbrowse from scene (should do this for all mainmenu subpanels tbh)
ingame menu background tweaks
Redone options screen so it doesn't look like a hairy bag of dicks
Options turns bloom off works
Option to turn motion blur off
Server history scroll speed
Key bind option for craft menu
Water quality defaults to high
Tooltips for some options
Should fix #harvest pumpkin tooltip
Disabled UI dithering until we can come up with something that isn't shit
Fixed front page news header image bugs
Adding watch tower staircase models and prefabs
Attack entity repeat delay cooldown test 2 (RUST-1043)
Fixed BaseMelee editor / standalone inconsistency
fixed ownership xp distribution
working multiple owners
save/load fixes
crafted items have ownership
resource dispenser created resources have ownership based on tool/instigator
Attempt at fixing revz graphic distortion/feedback when using low quality + near draw distance (RUST-987)
Fixed mainmenu obscuring the belt bar (!)
Fixed Drag icons sometimes not showing, made bigger
Fixed space pressing buttons after menu is closed
Fixed pie menu drawing over the top of inventory/crafting
Rock can be crafted
Fixed uncomfortable rock repeat rate
Removed debug output from crafting ui
EAC hashtool missing files
Reduced high quality water mesh tessellation by ~20%
Fixed antialias not working
Removed multiple procmap benchmarks
Added barren benchmark
Added postprocess benchmarks
Disable motion vectors if motion blur disabled
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Tweaks for heli / turret LOS checks with chainlink fence (RUST-1044)
Made blueprint corner status indicators neater
LSO: Fixed decal materials not receiving LSO
LSO: Fixed state not saved to cfg (RUST-1051)
LSO: Added intensity param set to 0.9 to improve balance between darkest and lightest
LSO: Fixed height normalization error
LSO: Added max height map size (4096)
More LSO tweaks: reduced bias, now more pronounced everywhere, increased radius and exponent