126,618 Commits over 4,109 Days - 1.28cph!
fixed the foot IK rotation so it adjusts based on the slope of the surface
added radiosity lighting to vertex colours on hair meshes, added normal maps for hair caps, starting to rework hair cap material
Two sided hanging sign & landscape picture frame unlocked if player has Steam item
No longer automatically call "backup" on server start by default (better for server providers, add +backup to your startup parameters if you want this)
Fixed reflection related errors in glcore and vulkan
Playermodel and colliders use old LOD3 meshes
Default head uses old naming convention, updated skinsets.
greyboxed covered wagon modules (personnel transport)
Hapis Island exploit fixes
Twaked hair contact shadows
tweaking values on hair materials to work with non TSAA opacity clip settings
Added hair secondary opacity clip control for non-TAA
Item description updates and fixes
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fixed slight flickering when player lands from a jump
disable footIK when sleepign
optimized foot IK calculations
added console variables to disable foot IK
added code for foot planting IK
modified walk/run/sprint animations to look better with IK foot planting
Expanded exclude_renderers to exclude d3d9
Explicit excluded d3d9 target from hair shader
fixed up skinning on male_hairstyle_02 and baked out ao on all lods
added radiosity bake to vertex colour channel on male_hairstyle_02
Moved vertex occlusion input to vertex color red channel; disabled vertex coloring
Forced bias fallback only for alpha
greyboxed >
cage module (prisoners/slaves transport)
short flatbed and long flatbed modules (storage modules)
Fixed bugs created with vm Bow update, Reverted bow anim changes, re-updated to latest rig and mesh
Enabled water SSR tracing behind objects to help mitigate visible gaps
hacky keycode double entry fix
Presumably fixed NRE in MaterialSwap (miner hat)
removed debug.log
missing files
Back to previous near view ssao values
fix for radial marker
skin approval
bradley APC back to 1000 - better too hard than too easy
missing explosion sprite texture
Fixed initial resource spawn distribution ignoring PrefabParameters.Count
cluttery deployables spawn as blueprints in barrels instead of the object
Fixed node hotspots cannot be seen during med-high fog (RUST-1777)
bradley spawns less frequently
bradley effectively drops elite crates instead
rifleammo/rocketammo from crate reduced slightly
bradley health changed to 750
bradley starts healing after 10 minutes and takes 5 minutes to fully heal
elite crates spawn every 2 hours instead of every 20 minutes
launch site spawns 1 less elite crate
elite crates spawn 2 definitions instead of 4 ( half as many items )
airdrop spawns much fewer high end rifles, more shotguns etc
airdrop spawns more ammo
airdrop drops turret instead of turret parts
flamethrower requires WB2
pants/hoodie one rarity lower ( 75 scrap )
snow/vagabond jacket one rarity lower
snow/vagabond jacket cost 50 cloth instead of 200
slightly lower chance of satchel duds
bradley health reduced
debris field markers appear on map where heli/bradley is destroyed (10m)
Fixed another ArgumentNullException
lowered HQM available from heli/bradley gibs
Spawn handler ensures that entity distribution percentages are maintained (fix for stone ore scarcity)
boonie hat has some armor protection