32,099 Commits over 4,018 Days - 0.33cph!
Doubled size of terrain potato detail texture; halved at GQ=0
Fridge is easier to place RUST-1560
Fridge lock pos RUST-1564
Fridge now destroys on ground missing RUST-1566
Rugs display health
Are vulnerable to melee
Removed broken water impacts
Added MaxSpawnDistance to all impact effects and decals
should be able to place objects on table now
Re-saving DebugSkin (updated serialization layout, RUST-1556 maybe?)
DebugSkin bundle (RUST-1556 maybe?)
bear rug destroys on ground missing correctly
some world models tweaks (table and bear rug)
nope on the relaxed bear face
Cannot place chairs and tables on walls =)
merge from main/physicssounds2
plate armor recipie/armor/movement balance
phrases
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if bed is made public it can be taken over and slept in by someone else
sentry turret has laser sight
caveman sash visible after player has touched any hostile item
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added a walk animation for when the player is moving slower
Fixed anisotropic performance regression affecting terrain perf on launch
guest code on codelock
heavy plate armor slows player movement
Reverting to old non-multithreaded batching for the patch (too risky)
Added cheap and generic high freq detail to terrain potato quality mode
Tweaked intermediate terrain quality modes
Heavy plate armour assets
Better load balancing for batching tasks that cannot be threaded
fixed server compile issues
updated vm shop map icon colors
fixed ceiling light moving the wrong way when shot
vending machines can enable broadcasting and show up on maps
protocol++
Batching optimizations and fixes
Added new gunpowder worldmodel
Optimized OnInventoryChanged path, profiling
increased size of sewing kit
Fixed shadow related shader compile errors
Cherry picked foliage wind
fix for ak world model offset
MeshData utilizes memory pool
Tweaked culling occludee debug view
Added SphereGizmo draw style to DDraw
monuments are labeled on the map
rock is not considered hostile to sentry turrets
any damage dealt marks you as hostile to sentry turrets
Fixed some doors being invisible when moving for the first time after joining a server
Silently skip normals / tangents / colors if a mesh in a batch does not have them
GC optimizations
Fixed rare mesh flickering when switching LODs while batched
Fixed occluder meshes import settings to skip normals/tangents