121,156 Commits over 4,018 Days - 1.26cph!
scale movement drag for tesla coil based on heavy/weak shorting
m39 cost 400 scrap at bandit
removed debug.logs
tesla coil max damage clamped at 35/second
tesla coil has weak/strong particle/sound effects
tesla coil energy to damage ratio 1
Fix pairing notification not actually including the payload data
Jerrycan guitar sounds WIP
spas 12 has slightly higher fire rate
shotgun slugs are more accurate and do slightly more damage, but with a 50% falloff at 40m
m92 has slightly slower fire rate
simple sight is now a default blueprint
m39 now available at bandit camp instead of l96
bradley loot crate rebalance, higher chance for L96
bradley is more vulnerable to HV rockets
bradley top turret enabled
removed errant debug.logs
Add the network ID to the entity name on the server so we can find them in the editor more easily
[D11] Fix server only code
Invalidate network cache when entities change groups
[D11] + Updated Game Manifest (Josh)
[D11] 29 vertex shaded LODs added to assets in launch site
[D11] 16 LODs for QA castle
[D11] Objects removed from Junkyard and scene to prefab
[D11] ASE to version 1.7.0.0.6
Fix for server assuming it had entities cached that it didn't
+ added some more lods from deployables
[D11] [UI] Minor tweaks to the map interface code.
Fixed blue keycard room on small oilrig not spawning loot on puzzle reset
[D11] 'Saving complete' Rustworks event.
Added Tuba lods and materials
Skin replacement cleanup, code cleanup
Tidied up skin models, removed some un needed stuff
[D11] Fixed my selectable cleanup from earlier
[D11][UI][#2260] Added product information screen for ps4. Added default coin amounts to coin page. Added new coin art
[D11] [UI] Fixed 32-bit image not being 24-bit.
Fixed fire/smoke particle
BenchmarkTimer in seconds instead of ms
[D11] [UI] Removed debug log message.
[D11] [UI] Slight tweaks to Map UI code to keep it consistent.
Benchmark time level loading
[D11] Removed deprecated players array from telemetry.log.
Preload shaders
Fixed Lod Bias settings
[D11] Cleanup of assigning initial selectable to a Carousel
[D11] + Cave Large Hard objects removed/manifest/scene to prefab
[D11] [UI] Fixed leaderboards stats not showing default value when no stat result found.
Can no longer accidentally drop items in the gap between your belt and inventory.
Fix for server creating entities on the first frame with the save revision which was causing it to think the client already had them