30,783 Commits over 3,867 Days - 0.33cph!
SpeedTree billboard shadow casting toggle editor tools
slightly increased starting calories
fixed fire doing less damage to other objects based on what surface it was sitting on
map costs 1 paper instead of 5
fixed not being able to bandage other players
Added convar to toggle the shadow casting behaviour of the sun
Unified some bush prefab settings
Re-enabled atmospheric depth in scattering calculation (with better horizon fade than the last time)
Touched ocean and river shaders
Added delta update capability to protobuf lib
Ticks are delta'd
Added Rust.Data.Test
Fixed some decor prefabs missing from asset bundles
Greatly improved VariableReference performance and GC (used in VitalNote, VitalInfo, TextVariable etc.)
Updated player preview idle
Removing PVT test from benchmark (crashing shit)
can deselect bucket instead of drinking from it
fixed NRE when swapping buckets
cannot transfer water into unheld bucket
Procmap benchmarks reset GC, LODs, grass, decor and tasks before every run
Removed tree component from hemp
Icesheet prefabs use LOD grid
Removed tree component from a bunch of clutter prefabs
Moved apply color/alpha to fragment setup
Fixed for shader bug RUST-833
Removed tree component from all trees (appears to be slow as fuck)
Adjusted grass LODing (less upscaling on lower LODs)
Added NoShadows benchmark
Removed some unused garbage
Removed legacy fog modes from all release scenes & shader stripping
Stripped legacy fog from procmap benchmark scene (perf experiment)
Sleeping anim .meta change
Some scattering and fog fixes
Touched water shaders
Fixed warning in rust/std cloth shader
Added fog benchmark
Removed fog from rain benchmark
Fixed rust/std blend layer shader compilation errors
Added "Apply Vertex Color" option to some rust/standard shaders; multiplies v.color rgb by albedo base (std, std-spec, cloth, cloth-spec, skin, terrain-blend)
Removed keyword used in "Apply Vertex Alpha" and switched to alu instead
Fixed NoAmbience benchmark using rain weather settings
Forced ambience convar setting in benchmarks
Fixed that the door animation was stopped one frame too early (RUST-559)
Fixed regression that sometimes skipped entity linking when placing building blocks
Some door code cleanup to narrow down RUST-559 & RUST-793
Entities send network update if their slot is set on the server (fixes some weird situations, mostly regarding doors & locks)
Updated start pose of wake up anim
Lifted sleeping pose to fix looting exploit
waterbarrels prevent building fix
can drink last 50ml from bota bag
Re-added ambience & warmup benchmarks
Call SetHierarchyGroup in standalone too