2,130 Commits over 2,161 Days - 0.04cph!
Testing terrain carving via vertex culling instead of per-pixel clip
Deleted some unused shaders and models
Impostor rendering parity w/ hdrp (perf testing)
Removed a few unused textures
Fixed palm impostor prefabs and meshes (tighter)
Added more textures to streaming pool: nature/ores+treessource
Fixed mismatched profiler sample in player movement FrameUpdate causing errors when mounting vehicles in editor
Fixed Rust/Standard+Wind not reacting to windzones + other smaller issues
Fixed motion over-blurring issues on Rust/Standard+Wind and other shaders using generic wind
Added foliage support for motion vectors; fix for streaking and overblurring issues with TSSAA and MB (testing perf)
Double checked and fixed all other lit particle shaders
Proper fix for LitSmokeEmissiveFlame
Fixed vertex back-lighting on LitSmokeEmissiveFlame
Adjusted overbright swamp atmosphere volumes during night time
Testing mip streaming budgets
Fixed reflection probe issues affecting core/skin, core/hair and core/generic shaders after latest optimization
Added more textures to streaming pool /Rust.Ai and /Unimplemented
Added viable content/props+workshop and prefab/clothes textures to streaming pool
Enabled deferred reflections to trade off a bit of GPU for CPU perf (skips SamplePerObjectReflectionProbes) (testing)
Disabled reflection probes on transparent renderers not using them (skips SamplePerObjectReflectionProbes)
Modified pole wire renderer and shader to skip refl and spec
Disabled tex streaming on generic building texturea
Fixed shadergui inspector error on detail layer
Re-applied underwater swim fixes
Re-applied optimized water system native path
Reduced shadow quality = 2 overhead by 25%
Added new, higher shadow quality = 3
fixed workshop textures made non-readable in
38143
Added content/building, prefabs/building+componentitems+deployable+food+instruments to streaming pool
Fixed linux server build failing on File.Copy
Removed linux x86 rust native
Merge from unity_2019.2.0
Fixed missing Profiler.EndSample in coverage queries
Second part of fix for see through water when slightly under ocean waves
Testing fix for see through water when slightly under waves
Safer handling of cpu support check
Testing fix for crashes on AMD Phenom
Added a couple of profile samples on water system
Fixed concrete_e_sewers material looking black under low shader level
Fixed mud_a_sewers material looking black under low shader level (powerplant)
s2p powerplant monument: fix for broken coal material on train carts
Fixed issues with (un)powered lighting in excavator; updated monument scene and prefabs
Fixed duplicated networkables in demo mode
Fixed excavator diesel engine pfx visible on spawn
Removed ParticleSystemCull from diesel engine pfx; ParticleSystemLOD already doing the job
Fixed control panel in excavator arm being disabled on powered-on
Reapplied
37684 with proper prefabs updated (and scenes)
Fixed minor oversight occasionally causing hard edges in terrain blending
Switched to excavator lights toggling via LightGroupAtTime's intensity override instead of GO activation
Updated excavator_1 and Excavator Lighting Static prefabs