111,444 Commits over 3,928 Days - 1.18cph!
hemp must be planted half a foot apart
repairing now costs components constituent parts instead of being free ( suckas )
custom smg slightly cheaper
Disabled rust/std detail layer in materials that weren't actually using it
Added back wetness layer control to rust/std shaders; cheap/simple/straightforward controls + masking
Fixed shadergui inspector script handling of detail-related keywords
m92 sounds
ambience polish, tweaks, and a few new sounds
mixer tweaks
thrown weapons stuck into other objects use throw direction as impact normal
melee sprint block happens at moment of impact instead of strike time
melee sprint block reduced
mace cost reduced and damage buffed
salvaged sword cost reduced
Fixed 5.5 related compilation error
some powerplant ground floor painting / dressing around central building
Left over colliders and misc changes
road_cones Models/LODs/COLs/Textures/Prefabs
Fixed reload cooldown verification issue when spamming + cancelling reload repeatedly
Added server side reload cooldown verification
Network++
Item.Remove time delay is optional parameter (which appears to be 100% of the use cases right now)
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Restored -nosteam switch (for benchmarks)
Reduced cave prevent building volumes
Structer high external gate terrain placement (RUST-1367)
Fixed grenade damage through walls (Rust-1466)
Fixed halterneck icon rendering (missing PropRenderer)
Can manually re-render inventory icons
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fixed overlapping UVs on the ak47 viewmodel / worldmodel
tweaked m92 worldmodel positioning
Item Store shows additional media from Workshop entry (at a broken aspect ratio)
ikari vertex painter script files
Wooden pallets models/LODs/Textures/Prefabs
Cardboard boxes models/LODs/Prefabs
Added culling volumes to military tunnels
Workshop icons are supersampled,, slightly better lighting
Recalculated explosive and satchel charge entity bounds (fixes damage through wall issues)
Harbor_1 vertex painting grounds
Reworked concrete_b and g to work with new 4way material
Added pudlles_a textures, gravel&debris textures
Reworked dockwalls to exclude grounds (now placed separately)
Rotated c4 in viewmodel, updated prefab