127,222 Commits over 4,109 Days - 1.29cph!
most important change of the month - ceiling lights are cheaper and cast more light
roadsign armor more expensive
xp from barrels only awarded if destroyer is nearby (no sniping barrels for xp)
hoodie armor buff
small stash cost reduced to 10 cloth
fixed the 3rd person drink animation so it holds the bota bag properly
can no longer input items into loot boxes/trash piles (fixes exploits causing them not to respawn)
sentry gun unlocks at level 18 instead of 24
sentry gun parts found in radtowns (rarely)
lasersight unlocks at level 24 (was 25)
touched a bunch of files because why?
Warn on duplicate bone ID in skeleton properties
Tweaked eye adaptation and tonemapping to fix overbrightness
Turned off tonemapper debug
Fixed item containers of certain weapons being locked for player input (cc Helk, regression from 15732)
Desperate attempt at fixing mesh issues on rock_cliff_a: touched, changed tangent computation and turned down compression
Procgen scenes and prefabs for power substations
Default water quality = 1 (refl also 1)
Default aa quality = FXAA
Replaced bloom's 7 (7 sp) gaussian with optimized 9 (5 sp) gaussian; now 10% faster
Wood doors much more vulnerable to explosives
Reverting some model state tick changes I believe to be fucked
Changed the assigned body parts of some lower body player bones (since the upper legs of the mesh are skinned to the hip bones)
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
Added bone name to vis.damage
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)
Reduced bloom overhead by another 10% costing tolerable change to overall brightness
Exposed more bloom params
crossbow deploy extended in code
supply drop blocks player item input
Disabled mesh compression on rocks, see if that works
removed PlayerItemInputBlocked check
Got rid of all keywords on unity's tonemapper; eye adapt forced on
smoothed out the blend transitions between the 3rd person jumping animations
Old posters textures
Bus stop model, LODs, COLs and prefab
Log file print, wait for release
Removed BuildAssetBundleOptions.DisableWriteTypeTree flag
testing serial builds because i'm desperate
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Procgen Railroad segment model/LODs/COL
Procgen roads segments models/LODs/textures
Disabled TSSAA sample tonemapping for now; causing problems in opengl (possibly fix for RUST-1167)
fixed head flickering during sleeping animation
Added server side combat log that keeps a history of dealt and received damage (access via combatlog console command)