123,741 Commits over 4,171 Days - 1.24cph!
Collectable pickup sunds for mushrooms, stones, and stumps
Research table sounds
More sound tweaks & polish
Trainyard - fixed the holes in terrain sometimes happening near large basin
NRE - ViewmodelAttachment.OnDisable (weapon with attachments into research table) RUST-1244 fixed
lr300 iron sights made accurate
Old Mine set, final meshes LODs and Colliders, ready to place prefabs
Misc & military tunnel update
RUST-1146 - Fixed invisible helicopter gibs if destroyed outside of network range
Minecart final mesh LODs and Colliders, Prefab
Military tunnel update
Refresh skinned mesh renderer bone cache when mesh changes (because of gender or race)
Chimney spiral strairs final mesh LODs and Colliders, Prefab
Military tunnel update
player preview state anims
MeshReplacement and SkinSet also update the renderer root bone
flashlight emission point brightness increased
flashlight dust beam brightness reduced
made the LR300 sit in the players hand better in 3rd person
fixed the IK positioning of the LR300
Sewer chimney blocks LODs and prefabs
Fixed armored door hatch animation sometimes playing (fuck you Mecanim)
Properly reset entity skin when it's changing back to the default skin (happens on pooled wooden boxes)
More Colliders, scene update
Updated version of lighthouse, mostly done with exterior and wip interiors
Fixed missing lighthouse material
Better frame rate independence for fully automatic weapons
Keep displayed and reported performance data separately
Update FPS counter in menus as well (only exclude menu FPS from reported stats)
Fixed fucked up variable name in FlameThrower.cs
RUST-1255 Fix attempt ladder hatch
RUST-1254 Fix attempt stone doorway
fixed digitalcamo skin messing up holosight
Improved standard lighting extension support for rust/std shaders; forward cases
Added vpos to free up one interpolator in certain cases
Added dither opacity mask for when using temporal-aa; fallback to cutout mask; shadow compatible
Added dither opacity mask base component (singleton) to main camera prefab
Added first version of rust/standard-hair shader; spec, kajiya-kay, not physically accurate
Spiral stairs block - proof of concept
Fix for motion vector shader mishandling non-HasLastPositionData; fixed particles getting extreme/wrong blur
Fixed occlusion on standard lighting overrides; now handled by lighting func
Fixed rust/std shader inspector layer open/close states in multi-materials
Added fuzz layer to rust/std-hair + increased exponent range + using per-pixel normal for aniso vector calc
added bone armor suit
disabled other bone armor types
added cactus flesh item
Improved bone armor textures
Correct over/under for bone armor/mask
Merge from prerelease, hold on to your GPUs
Evac pipes in canyon now cull
MT roll up doors now cull
fixed some facility rooms in MT not culling
big numbers decals on walls and doors in MT now cull
fixed a not culling wall block and industrial prop in trainyard
bottom powerplant chimney pillars do not cull (no more floating chimneys)
Added two more projectile rejection cases to combat log
Hit area in combat log is lower case