108,198 Commits over 3,867 Days - 1.17cph!
Fixed a regression that tree prototypes wouldn't get set up the second time you join a server
Removed some cancer from the menu scene.
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
Updated NormalMapProcessor to include occlusion; updated normal+height_generated to match placeholder occlusions
Updated atlas generator to include occlusion; generated new atlas texture
Added shader includes for StandardRust lighting model to add support for specular occlusion
Added deferred shader override with specular occlusion modifications (not active yet)
Added placeholder occlusion maps
first person hand2hand combat animations
fix for kill being called twice on BaseCorpse
Set animal max health. (Thanks helk)
fixed animals not giving resources when hit
added some maxhealth stuff for animals for zon
Restored metabolism changes overwritten in the weapons merge.
Fixed gathering (probably)
fixed impact effects not working for melee - merge to main
fixed impact effects not working for melee
Fixed PrefabPreProcess disabling every prefab
RustBuilder - always try to retry failed builds
Touched a bunch of prefabs
forgot to commit this missing prefab for the wolf run attack.
Fixed bugs with PrefabPreProcess prefabs being removed on level change
Fixed ServerConsole not shutting down cleanly
Disabled aligning animals to slope.
tool cupboard is now destroyable
Merged weaponrefactor into main
Phrase, items, Icons updated
Removed debug output
added the guts of the Unity calibration scene to help visually debug our shit.
Reproduced sense type comparison from main.
Merged changes from main.
Updated some armor prefab names
Updated armor balance
more general armor protection
Disabled GI in TestLevel to have lighting be similar to what we see on Steam
renamed and moved some armor items
Fixed TestLevel not having mip mapping enabled on the reflection cubemap
Don't run triggers on clientside entities
Check that baseProtection is valid before trying to use it
TriggerHurt now takes a Damage Type
Fixed animals thinking clientside
Fixed some clothes not having protection properties
Fixed animals not having protection properties
Changed how GameManifest holds ProtectionProperties
updated jacket materials
added protection values to clothes
Locomotion is now a lower animal function.
Download icons slower (if your internet connection suuucks)
Time of Day update to 2.3.3 prerelease 3
DamageProtection becomes ProtectionProperties
Added ProtectionProperties assets for clothes and buildings
Fixed some clothing not having colliders
Fixed some clothing materials using the wrong shader
Reduced terrain checksum spam
Updated water to latest version
Enabled solid ground color in reflection cubemap and ambient light