34,498 Commits over 4,232 Days - 0.34cph!
    
    
    
        
            
            
            
                
                Adjusted bolt action damage so coffecan helmets let you barely survive one headshot (as they did before the damage buff)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Increased effective distance of rifle bullets
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed redundant visibility check in deferredMeshDecal
Fixed server error can't remove MeshRenderer because DeferredMeshDecal (RUST-1237)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed some camera related errors in decal mesh renderer
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated a few prefabs and materials to the new mesh decal workflow
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remaining materials to mesh decals
Updated parts of water plant, satellite dish, powerplant, warehouse, airfield to mesh decals
 
                
                
                
                
                
             
         
        
            
            
            
                
                Hopefully fixed a case where the player view direction was not shown correctly to clients (RUST-1154)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated remaining (hopefully) structure prefabs to mesh decals
 
                
                
                
                
                
             
         
        
            
            
            
                
                fixed candlehat/minerhat not being visible in first person
 
                
                
                
                
                
             
         
        
            
            
            
                
                removed darkening on holosight lens
 
                
                
                
                
                
             
         
        
            
            
            
                
                reverted hitmarker sound (sorry @alexr!)
 
                
                
                
                
                
             
         
        
            
            
            
                
                made a buch of things researchable (like doors/ladder hatches) that weren't before
moved most barricades to common/uncommon tier (instead of rare)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed mesh decal zwrite and blending modes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Deprecated LightCloneShadow hack + removed script + updated skydome prefab and shaders
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed decals not working properly on build
 
                
                
                
                
                
             
         
        
            
            
            
                
                BuildPrefabs: Try moving a file 10 times before failing
 
                
                
                
                
                
             
         
        
            
            
            
                
                Deferred mesh decal rollback
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Optimized ragdoll update visibility bounds with distance-based update freq; moved to optimize animator
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Merged back deferred mesh decals
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added biome tint mask property to rust/std and rust/std decal shaders
 
                
                
                
                
                
             
         
        
            
            
            
                
                Nuked terrain dummy addpass
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a few innocuous workarounds for glsl challenged drivers (glcore); touched relevant shaders
 
                
                
                
                
                
             
         
        
            
            
            
                
                glsl workaround for rivers
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed players blur visible behind walls; affecting MB and TSSAA (RUST-1206)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed several "Cannot play disabled audio source" warnings
 
                
                
                
                
                
             
         
        
            
            
            
                
                Enabled sound pooling by default on 64bit systems
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed stretched river flows in hapis island (RUST-1036)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added ResetState to BaseNetworkable (meant to reset entity to instantiation state)
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Added pooling support to storage containers and doors
 
                
                
                
                
                
             
         
        
            
            
            
                
                Deprecated TerrainPaint script
 
                
                
                
                
                
             
         
        
            
            
            
                
                LR300 ass rifle  viewmodel / worldmodel  prefabs + sounds
 
                
                
                
                
                
             
         
        
            
            
            
                
                Improved skin brdf sss quality by fixing omission; touched relevant shaders
 
                
                
                
                
                
             
         
        
            
            
            
                
                made some code changes to allow the LR300 to hide the ironsights when a holosight / scope is attached
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed missing building block placeholder mesh on pooled building blocks
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added maxreceivetime convars for pool testing
 
                
                
                
                
                
             
         
        
            
            
            
                
                Load balanced destruction of all client side combat entities
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Optimized entity realm list access on both client and server (FindInGroup + GetEnumerator)
 
                
                
                
                
                
             
         
        
            
            
            
                
                tightened up the animations on the LR300 reload / deploy
added a new reload animation for LR300
tweaked the sights on the LR300 so they sit lower and line up better
 
                
                
                
                
                
             
         
        
            
            
            
                
                Some changes for more accurate profiling
 
                
                
                
                
                
             
         
        
            
            
            
                
                Deferred entity destruction tweaks
 
                
                
                
                
                
             
         
        
            
            
            
                
                Slight brdf optimization for the skin case; ajusted subsurface normal max lod and compensated a few skin materials
Improved handling of skin deferred surface scattering, paving the way for free generic thick transmissive surfaces (wax, rubber)
Cleaned up shader code, paving the way for upcoming hair shader
Nuked deferred reflections shader