32,243 Commits over 4,048 Days - 0.33cph!
holosight cost tech trash reduced to 1
c4 tech trash reduced to 2
muzzlebrake has higher durability and further reduces recoil
silencer cost reduced
candle hat shows fuel inventory
miner hat shows fuel inventory
added TC/Hammer requirement option to picking up items
can pick up tuna lights
can pick up lanterns
can pick up ceiling lights
can pick up flame turrets
can pick up autoturrets
binocular fov adjustments
profiling
fixed some clipping of the fingers on the binoc viewmodel
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adjusted the binocular world model position so it sits better in the player's hand
fixed deploy animation
Shrinked sleeper occludee spheres
Fixed player occludee centers
binocular screen resize bugfix
added multiple zoom levels to binoculars (left mouse)
added binoculars
removed gear cost from crossbow - but made more expensive
removed t-shirt from black box drop
phrases
manifest
protocol++
furnaces and campfires turn off if they overflow once (server perf)
changed ansio settings for several viewmodels to make textures look sharper on viewmodels
Added player and npc ragdoll culling
revolver world model re-creation
Furthest foliage cell is correctly forced to lowest LOD
Foliage batching cells are as big as the old grass cells
Enforce caching of the mesh from procedural foliage placement in the main thread
Mesh building optimizations
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Update plant skin parameters after instantiating the skin (pooling)
Minor fix in WorldSpaceGrid.GridToWorldCoords
fixed some clipping problems on some of the viewmodels when ironsighting
fix for viewmodel clipping when FOV is changed
Fixed global aniso not set with default cfg/convar
Encode instance position offset into texcoord1 on batched meshes
Fixed viewmodel bob looking odd (from the optimizations)
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binoculars viewmodel / worldmodel prefabs
binoculars fbx changes, LODS & fuzz
Double barrel shotgun world model re-creation
lowered cost of netting
stuck objects/decals on spinner actually spin
Added fuzz mask option to cloth shaders
Enabled entity pooling for tool cupboards
Enabled entity pooling for sleeping bags
Enabled pooling for decorative entities (rugs etc)
Shelves use DecorDeployable and support pooling
Enabled entity pooling on furnaces, campfires and light sources
Fixed OnSendNetworkUpdate not being called when an entity has no subscribers (for EntityFlag_Toggle, RUST-1567)
Bolt rifle world model re-creation
Foliage wind anim support for mesh batching
fix for map drawing not loading properly
fixed spinner wheel occlusion
Fixed editor-only black or glowing water artifacts at certain resolutions
Removed redundant potential hw mip generation on some render textures
Render texture script api call changes for forward compatibility
added small refinery to both harbors
fix for NRE when applying sign update after sign was destroyed
Fix missing silencer attach audioclip ref
Presumably fixed vending machines sometimes breaking when placed in doorways (RUST-1574)