199,603 Commits over 4,140 Days - 2.01cph!
reduced ammo chance in supply drop
supply drop falls slightly slower
reduced cost of most low level clothing items (burlap, beenie, candle hat, skirt etc)
Implemented culling volumes for interior environments
Enforcing specularity-based dielectric
Deferred anisotropic lighting path using (disney ggx) + rust/std-aniso shader
Final gbuffer layout
Fixed delay on some objects before they turn visible
Fixed duplicates in the culling volume manager
FOR FUCK SAKE ocean shader/mat
ActionChain pool return moved to behaviour/effect exit/complete state handling
Added vehicle visual damage
Fixed Action events not being cleared
Vehicle damage FX work. Removed temp stuff.
Forced forward in AO settings to avoid artifacting with shaders that are fwd
Menu background mouse paralax thing
Can collide with vehicle wreckage. Also added Rust Water material to hidden changes list since it auto-updates but is unlikely to be manually changed on purpose.
Working on damage from explosions
Disabling VGUI hotkey system
Automated Linux Build #492
Automated Windows Build #492
Automated Linux DS Build #492
Explosion damage in progress
improved skinning on female skirt
Fixed some beenie, barricade, bucket helmet, poncho skins not being selectable (doesn't need a game update)
gave male boar corpse chunks of meat to be cut out
Webrcon reply with error on running missing command
Changed view model prefab references to GameObjectRef
View models are instantiated via the game manager
View models log an error when shit is fucked
Fixed missing item in the editor builder loading
* Added cl_downloadfilter noworkshop - disables only all of the workshop downloads.
Automated Linux Build #493
Automated Windows Build #493
Automated Linux DS Build #493
Automated Windows Build #494
Can view workshop items by type
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