111,811 Commits over 3,928 Days - 1.19cph!
Fixed visit webpage not working when connected to server
Removed numpad graphic quality debug keys
Updated phrases - with hopefully non sweary russian versions
Fixed not falling when chat open etc
Foundation placement check fix in tight spots
Mouse wheel default switch
set the bandage to use the correct worldmodel
tweaked the syringe size so it no longer looks like an oversized dildo
Fixed Standard-BlendLayer shaders in lower LODs (#286); switched LODs 100 and 200 to SM2 while I'm at it
Fixed the Eoka pistol's flint spark not playing
eoka cost changes and ammo type changes
Don't batch wooden shutters (because they can move)
Spawn the building block skin immediately if stability is still pending
Deployer / Planner check AntiHack system before allowing placement
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Shader, asset and prefab warmup convars are client-only, saved
Powerlines correctly prevent building
lowered top shelf collision a notch
Wiggling my way around some building exploits
Subtracting shelves layer change (see RUST-283)
when cancelling a craft, obey the stack laws
pie sounds are affected by volume controls
Fix RUST-283 Can't place floor above shelves.
Underwater FX mask is a GO
Dungeon terrain carving fixes
Added map key binding
Fixed rebinding keys not working
Don't allow key binds when NeedsKeyboard is enabled.. unless it's an F key
Snow tweaks.
Plankton material change.
UI server cull components
Added underwater mask via new "Target Alpha As Mask" toggle to "Particles/VertexLit Blended Custom" and "Particles/Water Drop"; alpha-masks particles based on render target's current alpha (e.g. underwater mask)
Fixed real player names showing in corpse loot when in streamer mode
Removed ` from default console binds
Fixed voice recording when typing v in chat/console
Fixed game input when in main menu/console/chat
Matched viewModel skin specular settings to other skin materials
Mouse wheel repeats
Disable mouse wheel buttons if cursor visible
Moved terrain alpha-testing (for carving) to fragment shader for accuracy
Underwater shader now writes mask (0 above, 1 below) to render target alpha
Tweaked water quality handling
Unbinding water1 to free some resources (should be safe now) and switched to placeholder in editor mode
Added tools -> prepareprefabs, calls DoPrepare on every component in every prefab
Call DoPrepare pre bundling
Setting an asset bundle in OnValidate is causing editor lockup, so moved it to DoPrepare, which will probably improve editor perf too
Added EffectRecycle components to flies they need them to be included in the bundle
Undone shader bundle change
Added subsurface scattering to skin shader
Updated and tweaked existing skin materials
Updated skin test scene
Underwater effects material tweaks.
created LODs for the waterbucket worldmodel and setup the prefabs
Ambience sting timing tweaks
AudioClip import settings