30,783 Commits over 3,867 Days - 0.33cph!
Made some logs more detailed to provide more info for server owners
Added projectile_desync convar (specifies max allowed client desync before projectiles are ignored)
Fixed SavasIsland tier 1 loot crate
Fixed water going nuts after alt+enter
Fixed water foam disappearing/reappearing after alt+enter
Increased water smoothness a bit
Increased physics buffer size
Warn when physics buffers get too small
Fixed revz loading in DX9 broken (RUST-907)
Cleaned up reverse depth code a bit
Projectile entity distance verification takes entity speed into account instead of always assuming the worst-case (i.e. helicopter)
Fixed projector multiply decal shader compilation errors
Nuked image outline shader; wasn't compiling / up-to-date
Include desync / lag in projectile verification
Fixed violations not ticking down when AFK
Reverted tiny FinalizeTick change from earlier this week
Server compile fix (cc diogo)
Fix for BR spectator cam (hopefully)
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fixed snapping on rock idle player anim
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More detailed hit stat tracking
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Detail layer in rust/std now disabled by default
Switched Horse hair materials to Rust/Standard spec (fix for RUST-896 and possibly RUST-846)
Deleted half-assed standard-hair shader
Replaced horse LOD3 with the proper mesh
Fixed scope shader not compiling on some weird platform
changed the animal prefabs so that their animators do not cull.
Fixed revz dev* shaders; grey boxes now visible
Packed Rust/StandardSkin shader into single file
Removed experimental viewmodel shadow code; no longer needed/relevant due to revz
Removed meta pass (dynamic gi) from all shaders; we'll probably never use it, less code to look at, less time compiling shaders
Packed grass code back into Nature/Grass
Packed wire code back into Custom/Wire
Deleted deprecated files; updated grass and cable materials
Fixed revz grass black ambient when LOD<300
Fixed revz sign black ambient when LOD<300
Slight modifications to rust/std cginc base to allow single file rust/std shader; easier to read and make new shaders
Switched StandardWithDecal shader to rust/std (fix for RUST-900)
Fixed revz sign/canvas painting
Tool cupboards can be repaired
tweaked the 3rd person pickaxe animations so it doesnt clip into the player
Fixed estimated player velocity being extremely inaccurate during server lag (RUST-895)
Update view angles + eye position in FinalizeTick (less overhead when spammed with player ticks)
AntiHack tweaks
Added decay.tick server startup parameter (specifies decay tick interval)
Fixed exploit to disable gunshot sounds
Added loot console command (for testing, editor-only)
Fixed another LOS exploit
Fixed Player animation twitches when holding (RUST-901)
Fixed rare UI NoticeArea error when broadcasting RefreshValue
Added decay to sleeping bags, tool cupboards, barricades and traps
Network++
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Fixed revz unable to see players name plate (RUST-884)
Renamed convert depth shader (revz) to avoid potential name collision
Set quarry / pumpjack child entity bounds
Fixed water simulation precision issue problem causing seams in shore blend (GLCore only)
Fixed revz disappearing point and spot lighting (RUST-891,RUST-887)
Make really sure we never write weird shit to BasePlayer.estimatedVelocity
Temp workaround for strange behaviour caused by nested entity parenting of water purifier
Fixed "invisible water purifier" issue