117,386 Commits over 3,987 Days - 1.23cph!
Added deferred extension scripts w/ support for post-based subsurface scattering and extended gbuffer
Added subsurface profile asset editor and runtime handlers
Added core skin shader gui
Added smoothness texture post processor for baked toksvig specular anti-aliasing
Added freeimage native plugin (editor only)
Added new core brdf shaders
Updated encoding utilities
bugfix for semi auto weapons not firing as fast as they should
fishtrap requires cloth instead of rope again
SAR fire rate reduced to 0.175 to compensate
SAP fire rate reduced to 0.15 to compensate
Revolver fire rate reduced to 0.175 to compensate
rocket paneling, thermal cloth, metal_panels_b generic textures
Rocket factory prefabs / scene changes
Removed antihack.enabled (toggle the protections individually instead)
Add last violation type to player kick message and server log when enforcing
Retired some legacy functionality
Cupboard has same protection properties as a wooden door
Fixed some missing scripts in overgrowth_dressing scene
Scene2Prefab
Rocket factory / broken windows / interior polish / backup
Fixed small culling issue in cave_small_hard
Skip nested entities when preprocessing prefabs (fixes double preprocessing on monument entities, RUST-1665)
Tier 2 workbench. fbx/textures/prefab/materials/gibs
Mailbox. fbx/textures/prefab/materials/gibs
plastic_wrap generic textures
Can put code lock on cupboard
Rocket factory building / interior / exterior / progress
Adjusted locker deploy / prevent building volumes (RUST-1681)
Upgrade fix (copy & paste fail)
Removed admin demolish option from hammer (bind "ent kill" to hotkey instead)
Check building privilege at both building block position and player position when rotating, upgrading or demolishing (now works similar to placement)
Can pick up window bars, shutters and embrasures inside building privilege with hammer
terrain mounds cols and LODs + prefabs
Can pick up ladders inside building privilege with hammer
Added skipqueue console command (looks for Steam ID in connection queue and lets the player connect immediately)
Optimized environment volume tests
Added building environment type to environment volumes (to be used for monument buildings)
Ambient darkening via raycast only considers player buildings (everything else to be controlled via environment volumes)
Disable fog in underground systems (for proper darkness)
range rails cols and LODs + prefabs
bespoke pipes cols and LODs + prefabs
ground zero cols and LODs progress + prefabs end
Added mesh batching support for uv1 to fix tunnel mud
Moved foliage batch pos to uv2