199,351 Commits over 4,140 Days - 2.01cph!
Updated armor balance
more general armor protection
Updated some armor prefab names
[block_party] temp sprite rotation test
Merged changes from main.
Reproduced sense type comparison from main.
added the guts of the Unity calibration scene to help visually debug our shit.
Fixed 90 and 270 degree sprite rotations being the wrong way round.
Fixed a column or row of pixels being missing for rotated sprites with an odd width / height.
Phrase, items, Icons updated
Removed debug output
Merged weaponrefactor into main
tool cupboard is now destroyable
Disabled aligning animals to slope.
Fixed bugs with PrefabPreProcess prefabs being removed on level change
Fixed ServerConsole not shutting down cleanly
forgot to commit this missing prefab for the wolf run attack.
Fixed PrefabPreProcess disabling every prefab
RustBuilder - always try to retry failed builds
Touched a bunch of prefabs
fixed impact effects not working for melee
fixed impact effects not working for melee - merge to main
Fixed gathering (probably)
Restored metabolism changes overwritten in the weapons merge.
fixed animals not giving resources when hit
added some maxhealth stuff for animals for zon
[block_party] arena walls can show spikes, all spikes blink in unison
[block_party] added deleted files
Set animal max health. (Thanks helk)
fix for kill being called twice on BaseCorpse
[block_party] spikey block adds spikes to arena walls in 2nd phase
[block_party] added graphics for a sad block
first person hand2hand combat animations
Added placeholder occlusion maps
Added shader includes for StandardRust lighting model to add support for specular occlusion
Added deferred shader override with specular occlusion modifications (not active yet)
Updated atlas generator to include occlusion; generated new atlas texture
Updated NormalMapProcessor to include occlusion; updated normal+height_generated to match placeholder occlusions
Activated deferred shader override to support specular occlusion
Modified all Standard terrain shaders to new lighting model StandardRust
Added occlusion to terrain shader from composite normal map; used for ambient and light specular term
Settled on specular color instead of specularity
Improved ultra low quality level-of-detail for non-pvt path; now closer to textured version
Legacy parallax view vector on all terrain shaders; only affects pvt and legacy
Removed some cancer from the menu scene.
Fixed a regression that tree prototypes wouldn't get set up the second time you join a server
Quickfixed superspec on a bunch of clothing.
Moved a water slider without Andre noticing.
Tweaked DDraw/ConsoleSystem
Tweaked rocks to behave a bit better with lod bias 1 instead of 2.
Basic implementation of raytraced CRT screen curve.