111,816 Commits over 3,928 Days - 1.19cph!
fixed the unnatural looking spine rotations when the player runs and looks up/down
tweaked several 3rd person attack animations that looked a bit janky
tweaked the run animations
Simpler colliders for banners
removed blood, battery, note from spawn tables
radial reset of sleeping bags upon spawn (default 50m in all directions)
can no longer throw melee weapons/tools underwater
Removed a now useless fullscreen clear
River-clip/underwater fix
Ditched GlobalGog; ToD scatter does the job
Fixed fog related water/horizon black line artifacts (for good this time)
Updated dungeons with current rock formations progress
fixed stone world model graphical issues + physics
removed ability to place locks on some prefabs
fixed rockets going through building parts
adjusted some animations and positions of several viewmodels so they don't clip into camera
Pushed back river backface clipping
Added missing occlusion strength
Updated cliff abledos with AO
Mat update
Added free base and detail map ambient occlusion to "Rust/Standard Terrain Blend" (input -> albedo alpha)
tweaked specular values on some water effects.
Rock_cliff_a generic detail texture set
Rock cliff meshes, with shared atlas textures
Fixed dx9 low quality LOD<300 blend layer shader (#305, #306, #307)
fixed missing animation events for a bunch of weapons
Serverside player metabolism performance
Touched remaining water shaders just in case
Hack fix for black river backface z-fighting (#294)
Attempting better RT/Device loss handling in terrain texturing (#69)
Nighttime reflection probe ground color fix
Defaulted PlayerSkin1 material skin color param back to original value; just to be sure
Fixed deferred shaderinos
Should not tweet if the branch name contains the word "private"
Fixed NRE in SelectedBlueprint
Fixed lantern stacking / hiding
Fixed NRE in server projectile movement
Fixed being able to knock doors without knock sounds (server guid is empty error)
Fixed missing sound def on player_ragdoll (Rotting Flies)
Fixed NRE in InputState, resulting in not being able to use any controls
Code lock uses 1 lodgroup instead of 2