199,298 Commits over 4,140 Days - 2.01cph!
Nuked deferred reflections; saved ~1 ms/frame on gtx 960 at 1920x1080
Moved base deferred pass indirect spec to main/directional deferred lighting pass
Force disabled reflection cube projection and blending for that extra bit
Touched all affected shaders
reverted enviroment prefab
Drop default music volume a bunch
Enable music by default
Add console vars to set gap between songs (music.minSongGap and music.maxSongGap)
Reduce default gap between songs
Start music when intensity is raised and no music is playing
Don't play songs if music volume is turned down all the way
Added combatlogsize server convar
Grenades don't do splash damage to constructions when attached to construction (balance, exploits)
Fixed projectiles very rarely breaking / sticking with break / stick probability of zero
Grenade wall placement uses spherecast, less range
Removed metal shopfront item (not ready for prime time yet, subtract this when it is)
Added BaseEntityComponent, cleaned up derived types
Improved skinned mesh collider performance by doing a trivial reject against the mesh bounds
EntityComponentManagers for Agent, Senses, Stats, Effects, and Combat
Removed SimTick from Entity and IEntityComponent
Performance UI widget (f8)
Improvecd collision mesh setup in BuildingViewUtility
Fixed glow around player preview (RUST-1179)
Converted player_preview lights to spot instead of direct
Added SMAA to player_preview
Fixed duplicate colliders on some picture frames (RUST-1184)
More BuildingViewUtility, BuildingSettingsEditor button to load InteractionPosition editor
Updated AnimalSkin building prefabs, IP data
VectorUtility.GetGroundHeight tweak
Benchmark scenes force Random.seed to be identical on every run
Entity Physics callbacks not virtual, individual entity types can implement IPhysicsReciever (which is a shit name)
Fixed twig strong side not receiving any damage from arrows
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StatConsiderationSettings exposes MaxAttributeValue for normalization
ResponseCurve.Sample never uses the AnimationCurve, which is only for front-end visualiation of the function
Behaviours cannot occupy both GPV slots at the same time
TrySetCurrentGoalPlanVariant compares GoalPlan data id, not object equivilance!
Actions.Wait no longer uses events (causing GC), instead does DateTime comparison with state's startTime