111,915 Commits over 3,928 Days - 1.19cph!
Fixed bug where looking down above water would clip and show ocean floor without underwater scattering
Moved water sim back to regular update; dispersion should take care of time-dep params
Fixed black sky reflection when switching water quality
Dumb cloud shader fix for buggy drivers (glcore; win)
Projectile movement uses FixedUpdate
Projectile movement causes less garbage
Resource spawn rule tweaks
Hemp is slightly bigger (easier to find)
Fixed resource spawn clustering sometimes not working
Fixed ragdoll editor
Rebuilt ragdolls
Fixed ragdoll stretch weirdness
Fixed player model being visible while ragdoll is
Reduced roadsign armour clipping, altered some other clothing meshes too to reduce clipping with items worn over them
Alpha-blend/fade surfaces using Rust/Standard shader set now get proper scattering contribution (mostly for decals)
Censoring breasts cuz people having their heads blown off is okay but a woman's nipples aren't
Fixed player model double heirachy
Rock cull distance tweaks
Fix for argument out of range exception in road generation on certain seeds
Prefab auto-updates (Tools/Prepare Prefabs)
Merge from save116 (new procedural generation, custom map updates, dungeon improvements)
Terrain normal map for shading calculations excludes rocks (fixes dark lighting artifacts)
Additional rock spawns for forests
Custom maps keep hand-painted cliff topology, add auto-baked to it
Reduces seams in player model lods
Brought back env refl occlusion and horizon fade (deferred mode) in rust/standard shader set; touched relevant shaders
Added "Apply Vertex Alpha" toggle to Rust/Standard; option to multiply vertex alpha into pixel alpha
Custom map clutter topology (auto-baked for now)
Only idle kick if the server is full
grenade deploy delay tweaks
Removed some terrain adjustments from underwater rocks
some more grenade throw tweaks
changed the f1 grenade / beancan so you can throw them as soon as you press fire (without waiting for the entire deploy anim to finish)
Don't idle kick admins/developers
Switched back to post-based SSAO
Subtracting
13980 (temp powerline fix)
Rougher grass, less lawny
Forest rock clutter and bushes
River source prefab adds decor topology
Various splat mapping improvements
beancan deploy duration fix
bandages and syringes stackable to 3 and 2 respectively