129,937 Commits over 4,140 Days - 1.31cph!
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Fixed water2 screwed up on dx9+nvidia
First attempt at fixing water2 center patch frame delay (needs more hw testing)
Fixed decal shader on DX9
Added wood armor jacket and pants models, mats, and basic prefabs
Added roadsign pants models, mats, and basic prefabs
Removed cloth shirt from roadsign armor jacket model
setup the player mecanim for 2handed sword animations
added the 2handed sword worldmodel prefab.
merge from main/weatherambience
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Added head tracking to PlayerInput
prefab update with build volumes and crate spawns
tier 2 furnace brick texture sets
meta files / half res tweak
added roadsign kilt
added bone jacket & pants
added wood jacket & pants
protocol++
Fixed some PlayerInput code being executed for every player (instead of just the local player)
TrackIR bindings now only log errors
wood chestplate uses wood protection (was using wolf, derp)
bone armor a bit better at protecting against spear attacks
can wear bone/wood armor over hide pants
Added building prevent_building colliders to barricades
Fixed accidental item grant
storage containers spew contents when ground is missing
How much trouble would it cause if each line of text was its own canvas
Fixed accidentally DDOS'ing Valve
Fixed IndexOutOfRangeException when graphics.shadowlights is less than 0
Added shadow light count slider to F2 menu
Added debug view support to deploy volume checks (numpad /)
Fixed a bunch of warnings
Removed behaviour component with missing script from ambience/default prefab (cc alexrehberg)
Added microfiber fuzz support to deferred shader; drawback: spec is mono on mats where fuzz is used (cloth)
Added "Rust/Standard Cloth" and "Rust/Standard Cloth (Specular setup)" with masked tinting and fuzz
Added ClothTest scene + sample hoodie tint mask
Added tool to find all materials using some shader at "Tools/Find/FindMaterialsUsingShader"
Cleaned up reusable standard code a bit for use in all Rust-Standard derived shaders
rigged up the viewmodel for the 2handed baseball bat/mace
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