110,901 Commits over 3,897 Days - 1.19cph!
Fixed repair being free on some objects that only cost a very small amount of resources (for instance reinforced window bars, RUST-1692)
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fixed positioning of the map so it sits better in the player's hands
aimcones slightly tighter because they're now aimcones and not aimsquares
rocketlauncher can fire 50 rockets before breaking instead of 18-22
Presumably fixed ammo wooden box skin
Rocket factory / walkway layout progress
Tweaked skin specs to mitigate head/body seam
Fixed more dodgy terrain triggers
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Include item info in ToString() of world items
Added Tools/Find/Asset Memory Usage
planters models/prefabs wip dressing
level backup
Improved vertex lighting correction + touched relevant shaders
Tweaked rotor materials and plane trail to proper values
Fixing readable flag on driftwood clutter meshes
couple more pavement pieces to play with
Some sidewalk texture polish, looking more multipurpose, grid alignment on meshes
Experiment: Meshes in their own asset bundle, viewmodels back to main content bundle
Fixed skin ss scatter not working
Updated core generic shader
Disabled secondary light spec highlights on water surfaces
More rotor material tweaks
Scene stuff.
Fixed the pine tree that someone made neon-green.
Fixed the baby pines that somehow received growth hormones.
Added useVertexNormal and doubleSided lighting option
Reduced albedo on rotor materials for heli and cargo plane + enabled normal and double sided
Added rust/std particle for consistently lit particles + opaque/cutout deferred path
Fixed wood and cloth flecks impact particle materials
moved launch_site silo to industrial structures folder, standalone model
moved launch_site warehouse to warehouse folder, standalone model
pavements modular set WIP
scene re-arranging the office side flow, decluttering a bit
space_center_office_bld_b wip
level update
Fixed lit emissive smoke vertex lighting; e.g. heli lit smoke
Rocket factory / room dressing / additional doors and ladders