33,182 Commits over 4,109 Days - 0.34cph!
Re-added deployer for locks (until we have something better for them)
SoundFade tweaks for andre
Bail early when trying to StartSound on an AmbienceEmitter that's not active in the heirarchy
flamethrower viewmodel prefabs / sounds / special fx
Ported over fix for AO overdarkening screen top
reduced the amount of wrist deformation when the flamethrower reloads
Added background texture for blog render videos
reactive target fbx, lods and materials
Removed hand popping into view on all hatchet vms
Added detail spec/gloss to skin shader; made SSS blur stronger
Fixed horse materials and some texture settings; switched hair shader to blend nicely into fog
Tweaked horse mat variations; fixed glass low quality not getting fogged; added basic placeholder hair shader
Tweaked a number of important textures to use trilinear filtering (coz it's 2016) and anisotropic
Added command "clear" (clears console)
Added command "copy" (copies console content to clipboard)
Workshop download diagnosis code
Fixed separable blur shader error
Added "ent who" admin command - for seeing who created the entity
code lock shock final pass
min 5 damage from codelock failure
Fixed skin shading regression on OSX/glcore
Way better melee rock impacts
Fixed ancient bug in planner that could incorrectly allow placement of objects at max distance
Fixed barricades culling too early
Increased max third party prop texture res from 32x32 to 128x128 => ~0.5 MB to ~8 MB
Planner placement tweaks and fixes
Updated viewModels scene with backdrop & better lighting for blog video renders
Cleaned up how skins are stored + applied
Ak47 accepts skins properly
Allowed mesh.quality and tree.quality to be > 100
Made mesh and tree qualities > 100 push back the billboard / cull distance as well
Wall frame inserts do the same construction layer check walls do
Made pool.prefabs and pool.assets console commands take an optional filter argument
Fixed culling mode not working on Rust/Standard shader set
metal facemask & toro now have same protection values (facemask nerfed a bit)
balance for external walls/gates
basecombatentity never loads with more health than its max
Brought back shore wetness; new params, more broad; first stage before PBR params and extending to other shaders
shell protection added to external walls/gates
removed physical trap items from spawn table
updated loot tables + manifest