110,877 Commits over 3,897 Days - 1.19cph!
Cherry picked shader changes from SkinUpdates_2
Cherry picked a few shader-related changesets from main
lootspawn will never produce duplicates
tweaked foot IK settings when crouched.
Added option opacity masking to core/generic shader
Fixed core/hair opacity clip in shadows
Fixed core/foliage animation on shadows
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lr300 fire rate increased 10%
lr300 skinnable
missing loot table changes
Additional hierarchy anchor points for seats, steering wheel, exhausts and mounted gun (yaw/pitch)
Cleaned up geometry to be a single mesh per module
Simplified colliders for all modules and chassis
fixed the foot IK rotation so it adjusts based on the slope of the surface
added radiosity lighting to vertex colours on hair meshes, added normal maps for hair caps, starting to rework hair cap material
Two sided hanging sign & landscape picture frame unlocked if player has Steam item
No longer automatically call "backup" on server start by default (better for server providers, add +backup to your startup parameters if you want this)
Fixed reflection related errors in glcore and vulkan
Playermodel and colliders use old LOD3 meshes
Default head uses old naming convention, updated skinsets.
greyboxed covered wagon modules (personnel transport)
Hapis Island exploit fixes
Twaked hair contact shadows
tweaking values on hair materials to work with non TSAA opacity clip settings
Added hair secondary opacity clip control for non-TAA
Item description updates and fixes
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fixed slight flickering when player lands from a jump
disable footIK when sleepign
optimized foot IK calculations
added console variables to disable foot IK
added code for foot planting IK
modified walk/run/sprint animations to look better with IK foot planting
Expanded exclude_renderers to exclude d3d9
Explicit excluded d3d9 target from hair shader
fixed up skinning on male_hairstyle_02 and baked out ao on all lods
added radiosity bake to vertex colour channel on male_hairstyle_02
Moved vertex occlusion input to vertex color red channel; disabled vertex coloring
Forced bias fallback only for alpha
greyboxed >
cage module (prisoners/slaves transport)
short flatbed and long flatbed modules (storage modules)
Fixed bugs created with vm Bow update, Reverted bow anim changes, re-updated to latest rig and mesh
Enabled water SSR tracing behind objects to help mitigate visible gaps
hacky keycode double entry fix
Presumably fixed NRE in MaterialSwap (miner hat)
removed debug.log
missing files
Back to previous near view ssao values
fix for radial marker
skin approval
bradley APC back to 1000 - better too hard than too easy
missing explosion sprite texture
Fixed initial resource spawn distribution ignoring PrefabParameters.Count
cluttery deployables spawn as blueprints in barrels instead of the object
Fixed node hotspots cannot be seen during med-high fog (RUST-1777)
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