256,512 Commits over 4,018 Days - 2.66cph!
metal facemask & toro now have same protection values (facemask nerfed a bit)
Fixed culling mode not working on Rust/Standard shader set
Made pool.prefabs and pool.assets console commands take an optional filter argument
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Wall frame inserts do the same construction layer check walls do
More adjusting levels in atmos pieces
Allowed mesh.quality and tree.quality to be > 100
Made mesh and tree qualities > 100 push back the billboard / cull distance as well
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Simplified the pause menu code
delected unused files
Arrow Key prompts, blank keys and updated controller map.
Cleaned up how skins are stored + applied
Ak47 accepts skins properly
Updated viewModels scene with backdrop & better lighting for blog video renders
Updates to hatchet vm source anims
Planner placement tweaks and fixes
Increased max third party prop texture res from 32x32 to 128x128 => ~0.5 MB to ~8 MB
Added camera snapshot and updated racket prefab layers
- Rooms now drop 0-1 weapons across containers
- Removed the 10% chance of dropping ammo for a weapon type you're not carrying
- Changes to loose cannon and cocktail launcher
- Containers can now be exploded by flying into them
- Added placeholder ammo type icons to ammo UI
Atlas stuff.
Improved some meats.
Fixed barricades culling too early
- The top ammo UI slot is now always the current weapon
Fixed ancient bug in planner that could incorrectly allow placement of objects at max distance
Moved weapons into item atlas. (Fresnel is a bit weird atm in some lighting conditions.)
FX tweakery.
Weapons to greybox
Way better melee rock impacts
Pick new attack every loop of attack execution coroutine
Fixed trail renderers destroying item views
Fixed skin shading regression on OSX/glcore
min 5 damage from codelock failure
- Can now specify colour of combat text
- Added combat text for a few more events
code lock shock final pass
Added "ent who" admin command - for seeing who created the entity
Fixed separable blur shader error