127,267 Commits over 4,109 Days - 1.29cph!
F1 grenades require 1 spring
Quarry no longer requires cloth, requires 15 gears instead
Wooden armour requires rope
Bone armor much cheaper rope wise
Leather gloves require sewing kit
small chance of tier2 components (spring/gears) being found in barrels
spring/gear chance increased slightly in tier2 loot table
Map no longer has fog of war
Added backtracking paths to cave 5,6,7
Fix for RUST-1424
Fix for RUST-1426
Attempting to fix RUST-1425
Flip out if conflicting inventory id's
Flip normals on backfaces (clothing)
Fixed coffeecan shader
Hide skirt no cull
Fixed camera light
Added a few more skinnables
Fixed players who joined a server but haven't spawned yet being in a network group and subscribed to surrounding network groups
The "subscriptions" console command can now also be called on the server (returns group subscription state from the server)
Made a few more warnings developer > 0 and added additional warnings for networking group subscription states
Disabled rain until we can actually make it not fall through everything
Added pool.mode convar (defaults to prefab pooling v1 for now)
Merge from prefab_pooling_2 (for testing, disabled by default)
added entity.spawnlootfrom "ent" "count"
concrete_g textures
Harbor1 backup, some more work on dockwalls
RUST-1432 Falling in cave 8 terrain fix
RUST-1431 Falling in cave 6 terrain fix
RUST-1426 notch more draw distance to mil tunnel light sources
Monument doors are slightly wider/taller
Disabled caves (postponed due to performance issues)
Network++
Save++
Fixed delayed network group subscription when spawning as sleeper (caused delayed entity loading)
Cave 7 missing tunnel segment
OSX workshop crash fix (speculative)
Fixed some workshop item diffuse textures having unused alpha - which is confusing skinners
Deprecated brdf-embedded cloud shadows (move to shadow/post)
Reduced reflectance micro-occlusion to 3% of range (closer to unity baseline)
Players in limbo (server join without a sleeper) are in group 1 (instead of null)
Network++
Show workshop weapons in player model's hands
Morte posix compatibility
Added support for registering any game object as a prefab at runtime (so we can pool runtime-generated objects)
Terrain + terrain-blend shader (non-pvt) optimizations; up to 2x faster on max settings
Changed parallax step adjusment from mip to distance + view vector
Touched all rust/std shaders
Added pooling for the conditional models of buildings
Final dockwalls - models/LODs/Cols/Prefabs
Cherry picked terrain shader optimizations
17230
Fixed broken rocks
Added optional double sided lighting activated by RUST_STD_DOUBLESIDED (cloth only for now)
Can clear/set textures to "none"
Added fuzz options for cloth shader (turning fuzz to 0 enables spec color)
Added emission options
updated LODs so you can see barrels from farther away
roadsign armor jacket now requires roadsigns
added procedural junkpiles that spawn in fields