121,141 Commits over 4,018 Days - 1.26cph!
Fixed bugs created with vm Bow update, Reverted bow anim changes, re-updated to latest rig and mesh
Enabled water SSR tracing behind objects to help mitigate visible gaps
hacky keycode double entry fix
Presumably fixed NRE in MaterialSwap (miner hat)
removed debug.log
missing files
Back to previous near view ssao values
fix for radial marker
skin approval
bradley APC back to 1000 - better too hard than too easy
missing explosion sprite texture
Fixed initial resource spawn distribution ignoring PrefabParameters.Count
cluttery deployables spawn as blueprints in barrels instead of the object
Fixed node hotspots cannot be seen during med-high fog (RUST-1777)
bradley spawns less frequently
bradley effectively drops elite crates instead
rifleammo/rocketammo from crate reduced slightly
bradley health changed to 750
bradley starts healing after 10 minutes and takes 5 minutes to fully heal
elite crates spawn every 2 hours instead of every 20 minutes
launch site spawns 1 less elite crate
elite crates spawn 2 definitions instead of 4 ( half as many items )
airdrop spawns much fewer high end rifles, more shotguns etc
airdrop spawns more ammo
airdrop drops turret instead of turret parts
flamethrower requires WB2
pants/hoodie one rarity lower ( 75 scrap )
snow/vagabond jacket one rarity lower
snow/vagabond jacket cost 50 cloth instead of 200
slightly lower chance of satchel duds
bradley health reduced
debris field markers appear on map where heli/bradley is destroyed (10m)
Fixed another ArgumentNullException
lowered HQM available from heli/bradley gibs
Spawn handler ensures that entity distribution percentages are maintained (fix for stone ore scarcity)
boonie hat has some armor protection
small amount of radiation leaks through hazmat at highest rad tier (npp/lsroof)
added AO vertex lighting to vertex alpha channel on male_hairstyle_02 LOD0
Added vertex-alpha as occlusion input to hair shader
Adjusted near view SSAO again
Fixed overly lit indirect diffuse on hair BRDF
tweaked hair materials to not be as reliant on ssao
Server "del" command also works in the editor on entities
Fixed ArgumentNullException when sleepers are killed
Network++
seat module dash visual update
added greybox of seat module (passenger row of seats only)
Hair shader zero mip bias when tssaa is disabled
Fixed launchsite exploit allowing people shooting from within the walls
Big cleaver vm - fixed hands intersecting when aim running
fixed clipping arm on vm beancan grenade
Created and added male hairstyle 02 to skinupdates2 branch
Moved internal motion vector code to cginc to allow custom passes
Added custom motion vector pass to hair shader to reduce tssaa ghosting
Added non jittery hair shader fallback for non-tssaa modes
Cherry picked shader changes from main
fixed clipping arms on vm satchel charge
Subtracting EAC SDK update (crash)
higher chance of finding tools in caves
stone pick/hatchet found in caves
less probability of miner/candlehats in caves
miner/candlehats spawn with less fuel
less hqm in caves
bandana/cap provides minimal protection
candle hat provides minimal protection
miner hat provides same protection as burlap wrap
slightly smaller flare on miner hat