199,201 Commits over 4,140 Days - 2.00cph!
tweak ui
update lighting for unity 2017
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)
More env stuff and shader conversions
lowered HQM available from heli/bradley gibs
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Fixed another ArgumentNullException
Seperators in the selected unit UI are now conditional based on the various widgets
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
Fixed some rock profabs missing biome material object components
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
More tree stuff.
Pre-cleanup.
Presumably fixed NRE in MaterialSwap (miner hat)
Phone can kind of send messages to another phone now.
hacky keycode double entry fix
Making item receive task able to drop items into gang safes and so on
Enabled water SSR tracing behind objects to help mitigate visible gaps