127,266 Commits over 4,109 Days - 1.29cph!
Fixed insane plant growth in shallow lakes
Fixed being able to open chat when it's disabled
shotgun shell fires +2 projectiles
handmade shell projectile count doubled, damage halved
eoka spread increased ( less useless)
Added input Reset To Defaults
Added mouse blocking canvas when binding a key
Fixed options starting on wrong screen
Reset item.removeTime on load serverside, to avoid items falling into limbo
Fucking water texture fuck the fuck off
combined all underwater world fx into one super prefab.
added a ripple effect to the water bucket when the player moves around
melee ranges slightly increased across the board
Prototype: Dynamic ambient light and sky reflection intensity for indoor / outdoor environments
Fixed RUST-277 - server objects aren't networking their positions to clients
Removed some unused network functions
Fixed steam inventory breaking if you have more than 128 items
first pass at m249 sounds
Sand and snow impact sounds + grass impact sound tweaks
New player body fall sounds
Fixed terrain alpha issues around sewer entrances
Stone external gate sounds + wood external gate sound tweaks
stone hatchet soft strike sound tweak
Changed splatmap resolution bias
Subtractive merge cs
12346 - because unity crashes if bundles are > 2gb and we ain't got time for this bullshit
Underwater particle effect script
Emerge from water screen effect textures.
Sand, snow, cloth, clothflesh bullet impacts + misc bullet impact fixes
AudioClip import settings
Ambience sting timing tweaks
created LODs for the waterbucket worldmodel and setup the prefabs
Underwater effects material tweaks.
Added subsurface scattering to skin shader
Updated and tweaked existing skin materials
Updated skin test scene
Undone shader bundle change
Added tools -> prepareprefabs, calls DoPrepare on every component in every prefab
Call DoPrepare pre bundling
Setting an asset bundle in OnValidate is causing editor lockup, so moved it to DoPrepare, which will probably improve editor perf too
Added EffectRecycle components to flies they need them to be included in the bundle
Unbinding water1 to free some resources (should be safe now) and switched to placeholder in editor mode
Tweaked water quality handling
Underwater shader now writes mask (0 above, 1 below) to render target alpha
Moved terrain alpha-testing (for carving) to fragment shader for accuracy