111,915 Commits over 3,928 Days - 1.19cph!
Improved asian skin tones
grenade throws more reliable
throwing grenades is much quicker (less delays between actions)
beancan grenades are more reliable ( less dud chance )
resized ao for arrow heads
arrow heads fbx with textures, materials and prefabs
fixed shelves being able to be placed inside one another
fix for freelook while ADS
Cleaning out old player model/skin assets
Fixed missing skinned collider of some clothes
item attachments are refunded when weapon is used for crafting (eg. sentry)
Kick idle players after 30 minutes
Reduced holosight texture to 128x128
ceiling light placement bug fixes
manifest
Fix for disappearing holosight (#671)
Fixed warnings
Added -nowarn:0618 to gmcs.rsp
metal_panels_d texture set with blending masks and materials ready
material_zoo update
Imporved conform of LOD3 head shape. Removed any variations in collision meshes.
fixed metal facemask bug causing it to protect way too much
rebalanced metal facemask so you take 40 damage from an ak headshot ( instead of 3-6, whoops! )
syringe heals 15 instantly and heals 20 over time ( slight buff )
brought bucket helmet, coffee can, and riot helmet protections down to match up
Fixed chromeheads caused by low shader lod
Fixed viewmodel shadow shader errors on legacy opengl
Mesh replacement fix (hopefully)
increased emission of ceiling lights
Cliff mesh variety and visual improvements
corrugated_d texture set with blending masks and materials ready
material_zoo update
Debug player model gender
Fixed ragdoll model gender
Corrugated_c industrial roof textures
Tweaked waterside rock terrain adjustment
Added LOD3 for beanie, bandana, boonie and balaclava
Added asserts to ThirdPersonReloadSound
Added checks to ItemBlueprint
Disabled bone scaling temporarily - to rule it out of new skin issues
Player preview cubemap is static, dark
Fixed viewmodel hand colours
Fixed multiple button repeat
Log stack trace in exception kicks
Fix for semi transparent burlap shirt (#733)
Material zoo level and many texture tweaks (mainly concrete wip)
Changed Rust/Standard set of shaders to have final fragment alpha affected by vertex alpha; touched all relevant shaders