111,705 Commits over 3,928 Days - 1.18cph!
Always clamp FOV to a valid range
merge from building_atlases
Fixed black water when all fog is disabled
Fixed logo-related deluxe eye adaptation editor errors
Twig part folder cleanup
Atlased Twig tier, combined previously separate meshes to reduce drawcalls
New batched meshes
More precise collisions
Enabled line of sight check on landmine
Landmine and timed explosives use entity center point as origin of damage sphere
Fixed regression that caused batched renderers to be invisible for a short time when a mesh is removed
Only follow male entity links for stability
Building stability is supported by both construction and stability sockets
Lowered barricades slightly to 1.25
Large wood storage box model and textures re-skin
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Added "Particles/PixelLit Blended Custom" simplified per-pixel lit particle shader (normal map; vertex lights; opacity-based transmission)
Hybrid construction socket fixes
Player movement velocity clamping tweak
Disabled furnace / campfires on SavasIsland_koth (crash test)
Player movement controller clamps velocities from the physics system to a safe range
Fix for RUST-88 - Sign health balance
Fixed revolver/bolt skins not working as they should
Added missing wooden gate icon
floor.triangle support sockets
Better outline shader
Fixed pole banner sharing icon with hanging banner
wood/stone gates cost balancing
patrol heli no longer has 1 hp
fixed survey charge damaging things through walls
Cherry picking from
10609
Added support for terrain offset to monument and mountain prefab scenes
fixed heli console commands
helicopter no longer targets sleeping players
explosive rounds check line of sight
Stab Impact Effects (temp)
fixed research table success calculation
view model bone club updates
Fixed missing physic materials on driftwood
dungeons_greybox carried over
scene files