111,685 Commits over 3,928 Days - 1.18cph!
Forcing half res height/slope map until we have decent quarter res precision for foliage displacement
Fixed moon darkening on the horizon; less hacky way to handle the revz case
Fixed players blur visible behind walls (RUST-1341); regression triggered in
16732
Cave_large_hard end
Adding Cave_large_sewers_hard files wip
Fixed moon rendering black to reflection probe
Player model footsteps refresh their player reference when taken from the pool (fixes issue with pool.player_model enabled)
Disabled some new elements of player pooling to fix missing footsteps, weapon world model issues
Recyclers in radtowns are immortal
fixes to some cave rooms, new cave block corner_up
Adding cave_large_hard files wip
Cherry picking
16774 - disabling water vis trigger, not ready for server yet
Ran scene2prefab to fix missing materials
Added more rocks around lighthouse/ network ++
Guitar viewmodel
worldmodel + LODS (now drops model instead of burlap sack)
folder now setup in line with other items
Fixed water overbrightness due to background fog
Fixed underwater rendering
Official server list query speedup
added gibs to the vending machine
layout updates on some cave rooms
Modifications to a timber mine tunnel block
Need to be able to test the caves for now underwater
changes to vending machine
Added padding to environment volumes to fix tiny gaps when placed by hand
Merged lighthouse fixes from dungeon_art_3
Stricter flyhack detection (RUST-1320)
Fixed players appearing with wrong name tag (RUST-1331)
Added collider_capacity and renderer_capacity convars (limit the vertex count of collider and renderer batches)
manifest
manifest compile fix
Autoturret can now only hold 556 ammo instead of any item
Erased all traces of the old garbage bone armor
phrases/loot/manifest
protocol++
merge into main
Autoturret can now only hold 556 ammo instead of any item
Erased all traces of the old garbage bone armor
phrases/loot/manifest
protocol++