129,998 Commits over 4,140 Days - 1.31cph!
Don't try to open chat if graphics.chat is false
Linux save bug fix attempt
Clamped client.lookatradius
Reduced craft time of wooden, barbed and metal barricades
Fixed syringe etc having to be holstered/deployed to reuse (on modded servers with stack size increase)
RPC functions can have no arguments, added warnings if arguments unusable
Right clicking clothes in inventory tries to wear them
River generation improvements
Road and river terrain adjustment improvements
Micro cliff placement improvements
Determine properly which item was hit by a projectile/attack
Clothes/Armor :
can have condition
Lose on damage
Protect relative to
Can break
Fully deferred cliff detection (fixes a number of splat mapping issues)
Better river analysis (finds a near-optimum distribution)
Add micro cliffs to the sides of roads and rivers when appropriate
Fix for incorrect cliff topology in certain cases around mountains
Wrap saving to disk in a coroutine, so unix can fail to save without completely breaking
Clutter topology generation in its own script
armor damage balance and adjustments
helmets now fall off the player when broken
RustNative.bundle copy hack for osx
RakNet.bundle, Renderer.bundle
Resized ThirdParty textures to their max in engine size (reduces repo by 3gb)
Fresh import changes (adding m_LocalEulerAnglesHint to all the prefabs :S)
Workaround for shader compiler bug misreporting interpolator usage count
Touched all rust/standard shaders
Ported over frag shader interp reduction from prerelease branch
Fixed craft menu interaction fuckups
removed note debug output
Show locked skins with reduced alpha
Typing in craft menu amount/search doesn't trigger slot keys, movement
Craft menu amount changes reflected on type
Fixed inventory meny stretching apart on wide resolutions
xp.add takes a float
UI particles, tweens when getting xp
Road and river side cliff topology
First terrain splat pass no longer calculates slope
Fixed river lighting mismatched with ocean
Smooth water volume color transition from river to ocean
armor condition lowered by damage absorbed
final breaking shot on armor properly only absorbs what it can fractionally rather than 0 or 1
cannot wear broken armor
broken helmets fly off the player on kill headshot
broken items have warning icon
armor provides 100% protection until broken rather than scaled by its condition
armor balance
roadsign armor more effective against melee, less effective against bullet
wood armor very effective at stopping shots, but breaks after being hit twice
helmets overall more effective against melee, but easier to break
metal facemask/chestplate slightly cheaper, but only save 5-8 shots before requiring repair
bone armor nerfed against bullets slightly ( it looks stupid anyway so don't use it )
code cleanup
wood armor pants/jacket not repairable
can wear broken armor at 25% effectiveness