128,388 Commits over 4,109 Days - 1.30cph!
fixed overlapping UVs on the ak47 viewmodel / worldmodel
tweaked m92 worldmodel positioning
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Can manually re-render inventory icons
Fixed halterneck icon rendering (missing PropRenderer)
Fixed grenade damage through walls (Rust-1466)
Structer high external gate terrain placement (RUST-1367)
Reduced cave prevent building volumes
Restored -nosteam switch (for benchmarks)
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Item.Remove time delay is optional parameter (which appears to be 100% of the use cases right now)
Added server side reload cooldown verification
Network++
Fixed reload cooldown verification issue when spamming + cancelling reload repeatedly
road_cones Models/LODs/COLs/Textures/Prefabs
Left over colliders and misc changes
some powerplant ground floor painting / dressing around central building
Fixed 5.5 related compilation error
melee sprint block happens at moment of impact instead of strike time
melee sprint block reduced
mace cost reduced and damage buffed
salvaged sword cost reduced
thrown weapons stuck into other objects use throw direction as impact normal
m92 sounds
ambience polish, tweaks, and a few new sounds
mixer tweaks
Added back wetness layer control to rust/std shaders; cheap/simple/straightforward controls + masking
Fixed shadergui inspector script handling of detail-related keywords
Disabled rust/std detail layer in materials that weren't actually using it
hemp must be planted half a foot apart
repairing now costs components constituent parts instead of being free ( suckas )
custom smg slightly cheaper
Improved reload verification
Door interaction toggles renderer batching on animator game object
Added batching to doors, double doors, floor grills, ladder hatches, gates, cell bars, fences, shopfronts, shutters, boxes and sleeping bags
Recalculated bounds on door barricades
Increased tree entity bounds padding
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Custom SMG is skinnable
Semi-Automatic Rifle is skinnable
Hatchet is skinnable
Pick Axe is skinnable
Waterpipe Shotgun is skinnable
Fixed NRE in UpdateInventoryFromSchema