127,284 Commits over 4,109 Days - 1.29cph!
Fix for material setup throwing errors in edit mode
Roof exploit fix
Stability diminishing returns
Various building block placement quality of life improvements
Fixed layer index warnings
Warmup construction parts placed directly in the map in editor (for debugging)
Dither UI protection background to avoid banding
Disabled lazy aim
Viewmodel responsiveness tweaks
Prefab prepare
Updated phrases
Allow attaching roofs to the bottom of other roofs again
Distance crossfading bugfix
Added unity glcore support (now standard in osx); updated shaders and RustNative binaries
Craggy Island update
Savas/Savas Koth update
Sat dish material fixes Hapis
Updated to standard brdf spec/refl changes in unity 5.3.1p1; touched relevant shaders
adding jerry can LODs + prefab, textures and materials.
Removing old rock models and textures
Rock_temp folder rename
Removing old rocks prefabs folder
Fix for RUST-413 - Various dungeons sewers gaps
Fixed overly bright foam; raised foam texture's default anisotropic level
Disabled foam underwater (camera depth based, won't match surface)
Splat adjustment of roads and rivers also use editor padding / fade parameters
Merge from procgen11.1
Network++
Save++
Trainyard - fixed missing pipe collisions and deadfall
Sleeping bag exploit fixes
Initial commit - Body_00 and Head_00. Eyes etc to follow
Fixed broken speedtree normals on glcore ?_?; touched all rust/standard shaders just in case
Boilerplate for auto muting/kicking chat spammers
Hid some harmless warnings "Trying to add (Layout Rebuilder for)"
Error text vertex overflow (UnityUI sux)
Can melee attack + build while swimming
Added OpenGLCore to Windows build settings (for asset bundles on the build server)
Changed rust/terrain blend shader to preserve albedo detail in all quality levels; tweaked lower levels
Removing legacy water shaders, see if that works
Fixed speedtree facing leaf inverted lighting
Fix for occasional floaty decor objects
Don't spawn grass on the cliffside topology
Steamworks - new branch layout
Rain forces more fog and clouds
Rain tends to be more intense when it happens
Atmosphere fog reduces view distance more intensely
Removed Xmas event from default event schedule
Reorganized event schedule (now prefab based)
Don't remove global entities (trees, etc) from the send queue when clearing