31,218 Commits over 3,928 Days - 0.33cph!
Drop default music volume a bunch
Enable music by default
Add console vars to set gap between songs (music.minSongGap and music.maxSongGap)
Reduce default gap between songs
Start music when intensity is raised and no music is playing
Don't play songs if music volume is turned down all the way
Nuked deferred reflections; saved ~1 ms/frame on gtx 960 at 1920x1080
Moved base deferred pass indirect spec to main/directional deferred lighting pass
Force disabled reflection cube projection and blending for that extra bit
Touched all affected shaders
double barrel shotgun viewmodel animations + sound effects
Grenades can be dropped with right click
When looking at constructions, grenades are attached to them when dropped with right click
Network++
Adjusted some throwable damage types to be the same as for their corresponding melee strikes
Thrown items lose condition on impact and break when their condition is zero
Thrown items no longer randomly break and disappear (only break when their condition is zero)
Twig building tier takes damage from arrows
Safe exchange shopfront models/LODs/Gibs/COLs & Prefabs
LSO component now properly disabled if effect is off; was affecting profiling in editor
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Spears use arrow damage type when thrown
Added throwable damage properties
Increased effective distance, projectile velocity and damage of semi auto rifle slightly
Tweaked ssao for performance
Reduced max projectile damage falloff over distance
Increased projectile damage falloff distance
Fixed NRE when shooting players in Perf.Playermodel scene
Disabled tonecc editor histogram display+update by default
Grabbed optimized hable tonemapper from amplify color
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Added server side combat log that keeps a history of dealt and received damage (access via combatlog console command)
fixed head flickering during sleeping animation
Disabled TSSAA sample tonemapping for now; causing problems in opengl (possibly fix for RUST-1167)
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testing serial builds because i'm desperate
Removed BuildAssetBundleOptions.DisableWriteTypeTree flag
Log file print, wait for release
smoothed out the blend transitions between the 3rd person jumping animations
Got rid of all keywords on unity's tonemapper; eye adapt forced on
removed PlayerItemInputBlocked check
Disabled mesh compression on rocks, see if that works
supply drop blocks player item input
crossbow deploy extended in code
Reduced bloom overhead by another 10% costing tolerable change to overall brightness
Exposed more bloom params
doubled max xp for finding barrels/loot crates (helps with late game grind, less xp falloff )
increased gathering maximum xp by 50%
increased max xp from others crafting item
increased xp earn rate from others gathering for you (diminishing still in effect)
Added bone name to vis.damage
lowgrade fuel keeps lights lit longer
ownership share for providing resources increased to 50%
if someone kills an animal with your tool you get xp
fixed bug where you could sometimes bypass loot item input protection
Changed the assigned body parts of some lower body player bones (since the upper legs of the mesh are skinned to the hip bones)
Reverting some model state tick changes I believe to be fucked
Wood doors much more vulnerable to explosives
Replaced bloom's 7 (7 sp) gaussian with optimized 9 (5 sp) gaussian; now 10% faster
Default water quality = 1 (refl also 1)
Default aa quality = FXAA
Desperate attempt at fixing mesh issues on rock_cliff_a: touched, changed tangent computation and turned down compression