127,287 Commits over 4,109 Days - 1.29cph!
Water: Fixed shore blending artifact
Water: quality adjustment fix
Water: matching refl occ fade-in
Weapon slots shown on icon
Can equip mods by dropping onto weapon icon
Merging holosight branch into main
Canyon progress
Added two big sewer rooms
better mesh particle materials
More Canyon work, big sewer rooms collision work
Survey_crater_oil now has Bubblin' crude.
Merge from unity5.2.0f3_changes
improved torch.viewmodel FX's exactly 35.3859%
Added INeedsToStartDisabled to SoundPlayer
Added GetLength to SoundDefinition
Pieshape converting to OnPopulateMesh
Death screen temp fix - UI bug in 5.2 here, content resize/layout doesn't seem to work in scroll panels
High gate boilerplate
RPC Distance test debug output when fails in editor
Door close "delay" on server
Hacking around linear/gamma fuckups in UnityEngine.UI.Button.colors
Missing meta file
No longer cull objects right after instantiate (could make them temporarily invisible until their mesh was batched)
Fixed ReverbZoneTrigger LODing
Increased LOD grid cell size some more
Fixed BaseEntity.RPC not compiling in-editor if set to SERVER
Switched old standard materials to Rust standard material
Reworked concrete decals texture
New concrete generic texture for industrial bld
Removed a material to the satellite dish
Updated metal_base_paint_spec
Fixed missing reverb zone collider reference on satellite dish prefab
Fixed weapons + weapon attachments sometimes dissapearing when transitioning between network groups
Added admin.mutevoice <player>
Added admin.unmutevoice <player>
Added admin.mutechat <player>
Added admin.unmutechat <player>
Should fix the player getting stuck in wounded state
Material fixes
Updated satellite dish and sphere tank scene, ran SceneToPrefab
Fixed missing reverb zone trigger references on SavasIsland