30,783 Commits over 3,867 Days - 0.33cph!
Tree entity client skin instantiation is load balanced
Added clutter layer toggle to F1 dev tools
Clutter layer updates (RUST-772)
Load balancer per-frame time curve tweaks
Tweaked client cycle time (done with testing)
Tweaked client cycle time
Removed some building block overhead when entering a networking group
added animations for the flamethrower's fuel gauge
Disabled far splats on terrain blend shader (affecting rocks/cliffs) on both d3d9 vs d3d11 to test perf discrepancy
Fixed building block placeholders being visible for a short time when placing a building block
fix for water barrels not destroying with foundation
Fixed pp scattering mask uv addressing in d3d9 (#781)
Fixed pp scattering dx9 shader compilation error (#781)
Touched ocean and river shader
Fix for q1 parallax artifacts on steep rocks (#755)
Fixed camera depth mismatch affecting scattering on transparent surfaces
Don't evaluate neighbour entity links until they're used
Log entity linking progress on server startup separately from the stability support initialization
More compilation warnings
Fixed water/shore bug introduced in
14228
Increased client per-frame message processing time
waterbucket disconnect fix
Fixed compilation warning
Merged-in terrain shader shuffle/cleanup from prerelease
More water code cleanups + micro opts
Touched a few shaders just to be sure
loot tables + manifest + item costs (bucket/barrel)
merge into main
protocol++
reduce ambience emitter activation range a bit (better perf in areas with dense foliage)
Driftwood no longer spawns on rocks
AmbienceManager update tweaks
Fixed options opening with wrong tab selected
perf 5 displays frame time
Update AmbienceEmitters from AmbienceManager so we can leave emitter scripts enabled and use OnEnable to update emitter positions when pooling
Make sure all in world ambience emitters are flagged as static
Reapplied sky reflection hack to atmosphere shader
Time of Day update (directional scattering occlusion, cloud coloring parameter)
Fixed a number of issues with the cloud billboard textures
Replaced nearly all runtime Camera.main calls with MainCamera.mainCamera
Trying to get rid of phantom overhead; got rid of some Camera.main and Profiler.Begin/End calls
Fixed variable luminance in playermodel preview on Hapis (#661)
Fixed decals not getting cloud coverage shadowing on Hapis; now working in forward path
Cloud coverage path now completely excluded from all shaders when not in use (only used in Hapis right now)
Disabled/deprecated weather wetness layer (might become persistent and/or area based instead)
Fix for water depth-to-surface frame delay; ensuring proper water draw ordering to after camera is resolved
Tree and mesh quality in options go up to 200
Tree and mesh qualities > 100 no longer push back the culling distances
Nuked low quality version of skin shaders; only one full spec level for now
Bunch of material environment horizont occlusion fixes, and moved some to our rust_standard
Fixed some river segments failing to be added to the water map