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can pick up shotgun trap
can repair shotgun trap
shotgun trap appears under trap category
can no longer code lock shotgun trap
guntrap deployment exploit fixes
skin approval
skin icons
Updated jenkinsfile:
- slack reports on error
- failFast on parallel
- set custom job name (hopefully)
scrap pile; fbx/materials/prefab/textures
Window bars and embrasures now store item condition
Window bar and embrasure item condition is reduced by half when picking them up
Network++
Added back motion vector override w/ downscaled depth bias to fix seethrough walls in TSSAA/MB
Fixed being unable to harvest helicopter gibs (RUST-1690)
fixed shotgun trap stacking
fixed shotgun trap foundation exploit
fixed shotgun trap not triggering when directly infront of it
shotgun trap no longer creates decals
cleanup
shotgun trap costs less wood
Exception reporter doesn't report errors, because Unity throws too many of them.
Tag current changeset id in exception reporting
Merge from shading revamp
shotgun trap takes +1 gear
shotgun trap loses 50% health on pickup
Replaced graphics.postsss convar with SSS.enabled + other controls
SSS properly disables and skips fullscreen passes now
SSS now uses low quality sampling by default
Now checking console vars on deferred extension to affect all instances
Added half-assed skin fallback for SSS is disabled
Dynamic branch compiler hint for brdf selection on deferred shader
can change item skins at repair bench
guide model for the single shot trap (untested, will test in a couple hours)
skin approval
fixed new roadsign model textures
gun trap guide scaled at 75% (PLEASE EXPORT YOUR FBXS WITH SCALE AT 100% NEXT TIME)
updated prefab guide path
player preview thirsty anim
Fixed icon rendering
Nuked deprecated keyword in rust.global
Added light intensity scale callback param to CaptureScreenshot
Make sure the wrap lighting fallback only runs on subsurface profiles
Ajusted LightEx intensity to match new brdf scale to fix low intensity torch, campfire, etc
pushing the gun trap prefab guide update
Fixed flashlight intensities to match new scale
Fixed night light intensity
Fixed caustics at night
Fixed light intensities for prefabs: neutral dungeon lighting, ceiling light, search light, light barrel station
Fixed icon render skin shading
Changed skin materials default tint to not albino