127,738 Commits over 4,109 Days - 1.30cph!
Big cleaver vm - fixed hands intersecting when aim running
Fixed launchsite exploit allowing people shooting from within the walls
Hair shader zero mip bias when tssaa is disabled
seat module dash visual update
added greybox of seat module (passenger row of seats only)
Fixed ArgumentNullException when sleepers are killed
Network++
Server "del" command also works in the editor on entities
tweaked hair materials to not be as reliant on ssao
Adjusted near view SSAO again
Fixed overly lit indirect diffuse on hair BRDF
Added vertex-alpha as occlusion input to hair shader
added AO vertex lighting to vertex alpha channel on male_hairstyle_02 LOD0
small amount of radiation leaks through hazmat at highest rad tier (npp/lsroof)
boonie hat has some armor protection
Spawn handler ensures that entity distribution percentages are maintained (fix for stone ore scarcity)
lowered HQM available from heli/bradley gibs
Fixed another ArgumentNullException
debris field markers appear on map where heli/bradley is destroyed (10m)
slightly lower chance of satchel duds
bradley health reduced
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
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
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
Fixed node hotspots cannot be seen during med-high fog (RUST-1777)
cluttery deployables spawn as blueprints in barrels instead of the object
Fixed initial resource spawn distribution ignoring PrefabParameters.Count
fix for radial marker
skin approval
bradley APC back to 1000 - better too hard than too easy
missing explosion sprite texture
Back to previous near view ssao values
removed debug.log
missing files
Presumably fixed NRE in MaterialSwap (miner hat)
hacky keycode double entry fix
Enabled water SSR tracing behind objects to help mitigate visible gaps
Fixed bugs created with vm Bow update, Reverted bow anim changes, re-updated to latest rig and mesh
greyboxed >
cage module (prisoners/slaves transport)
short flatbed and long flatbed modules (storage modules)
Forced bias fallback only for alpha
Moved vertex occlusion input to vertex color red channel; disabled vertex coloring
added radiosity bake to vertex colour channel on male_hairstyle_02
fixed up skinning on male_hairstyle_02 and baked out ao on all lods
Explicit excluded d3d9 target from hair shader
Expanded exclude_renderers to exclude d3d9
modified walk/run/sprint animations to look better with IK foot planting
added code for foot planting IK
optimized foot IK calculations
added console variables to disable foot IK
disable footIK when sleepign