32,197 Commits over 4,018 Days - 0.33cph!
Catch ands Retry schema download
Fixed shorts armour occupation
Water related server compile fix
updated icons for rope and sewing kit
Fixed emission map not working
Deferred normal encoding by default; making room for anisotropic params
Runtime water optimizations in editor mode + improved visibility and simulation culling
Fixed airfield monument crashing the world generation on some seeds
Merged prerelease into main
Added pooling support to renderer and collider batching
Added pooling for the conditional models of buildings
Terrain + terrain-blend shader (non-pvt) optimizations; up to 2x faster on max settings
Changed parallax step adjusment from mip to distance + view vector
Touched all rust/std shaders
Added support for registering any game object as a prefab at runtime (so we can pool runtime-generated objects)
Deprecated brdf-embedded cloud shadows (move to shadow/post)
Reduced reflectance micro-occlusion to 3% of range (closer to unity baseline)
Merge from prefab_pooling_2 (for testing, disabled by default)
fixed boltrifle cycle animation taking too much screenspace when ADS
fixed thrown melee weapons dropping to ground for other viewers RUST-1420
added the skintag to the bolt rifle viewmodel (custom skins should work on it now)
tweaked the bolt_rifle animations; also adjutsed the sound timings to match the animations better
fixed ironsights on bolt rifle
fixed attachment points on bolt rifle
Fixed ambient light adjustment inside player buildings being reversed
Deployable component is now prefab attribute (stripped from instances, reduced memory usage)
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Deployable placement sounds
Only log building privilege warning if developer > 0
planner sprint added to player anim controller
map/planner world player anims
map & planner prefab updates
Fixed grass shader when temporal alpha to coverage is disabled
smoothed out rear sight on lr300 viewmodel; fixed some clipping issues with lr300 animations
bolt rifle disabling Ironsights when cycling the bolt
made the LR300 rear sight more large so it's easier to aim down sights
redid all the bolt rifle viewmodel animations (deploy/attack/reload).
added worldmodel script to map.worldmodel prefab
Fixed legacy opengl and d3d9 compilation errors
Renamed dither mask keyword to temporal alpha to coverage