252,174 Commits over 3,990 Days - 2.63cph!
Prefab auto-updates (Tools/Prepare Prefabs)
Merge from save116 (new procedural generation, custom map updates, dungeon improvements)
Merge from save116 (new procedural generation, custom map updates, dungeon improvements)
Terrain normal map for shading calculations excludes rocks (fixes dark lighting artifacts)
Additional rock spawns for forests
Custom maps keep hand-painted cliff topology, add auto-baked to it
3rd person animations for sawnoffshotgun
Reduces seams in player model lods
Brought back env refl occlusion and horizon fade (deferred mode) in rust/standard shader set; touched relevant shaders
Fixed all the stupid things that I did
Removed markins from human skin shader, ported to new shader
TribeCreationUI blockout
Added "Apply Vertex Alpha" toggle to Rust/Standard; option to multiply vertex alpha into pixel alpha
Custom map clutter topology (auto-baked for now)
Only idle kick if the server is full
grenade deploy delay tweaks
Removed some terrain adjustments from underwater rocks
some more grenade throw tweaks
changed the f1 grenade / beancan so you can throw them as soon as you press fire (without waiting for the entire deploy anim to finish)
Automated Linux DS Build #284
Tints working better and building mesh gen bug fix.
Automated Windows Build #284
Don't idle kick admins/developers
created steering wheel, engine cover, cup holders, magazines, adding steering column and dash
Switched back to post-based SSAO
Automated Linux Build #284
Switched cars
Added console and silent server startup
Set IP
Subtracting
13980 (temp powerline fix)
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Fix crash when CNewParticleEffect has an invalid particle collection
Rougher grass, less lawny
Forest rock clutter and bushes
Adding tints. Slightly broken.
River source prefab adds decor topology
Various splat mapping improvements
beancan deploy duration fix
bandages and syringes stackable to 3 and 2 respectively