32,184 Commits over 4,018 Days - 0.33cph!
Adjusted muzzleboost firing rate scalar to compensate for the full auto repeat delay fix
Lighthouse monument visual update/polish
Added two more projectile rejection cases to combat log
Hit area in combat log is lower case
Evac pipes in canyon now cull
MT roll up doors now cull
fixed some facility rooms in MT not culling
big numbers decals on walls and doors in MT now cull
fixed a not culling wall block and industrial prop in trainyard
bottom powerplant chimney pillars do not cull (no more floating chimneys)
Merge from prerelease, hold on to your GPUs
Improved bone armor textures
Correct over/under for bone armor/mask
added bone armor suit
disabled other bone armor types
added cactus flesh item
Fixed occlusion on standard lighting overrides; now handled by lighting func
Fixed rust/std shader inspector layer open/close states in multi-materials
Added fuzz layer to rust/std-hair + increased exponent range + using per-pixel normal for aniso vector calc
Fix for motion vector shader mishandling non-HasLastPositionData; fixed particles getting extreme/wrong blur
Improved standard lighting extension support for rust/std shaders; forward cases
Added vpos to free up one interpolator in certain cases
Added dither opacity mask for when using temporal-aa; fallback to cutout mask; shadow compatible
Added dither opacity mask base component (singleton) to main camera prefab
Added first version of rust/standard-hair shader; spec, kajiya-kay, not physically accurate
fixed digitalcamo skin messing up holosight
RUST-1254 Fix attempt stone doorway
RUST-1255 Fix attempt ladder hatch
Fixed fucked up variable name in FlameThrower.cs
Keep displayed and reported performance data separately
Update FPS counter in menus as well (only exclude menu FPS from reported stats)
Better frame rate independence for fully automatic weapons
Properly reset entity skin when it's changing back to the default skin (happens on pooled wooden boxes)
Fixed armored door hatch animation sometimes playing (fuck you Mecanim)
made the LR300 sit in the players hand better in 3rd person
fixed the IK positioning of the LR300
flashlight emission point brightness increased
flashlight dust beam brightness reduced
MeshReplacement and SkinSet also update the renderer root bone
player preview state anims
Refresh skinned mesh renderer bone cache when mesh changes (because of gender or race)
RUST-1146 - Fixed invisible helicopter gibs if destroyed outside of network range
NRE - ViewmodelAttachment.OnDisable (weapon with attachments into research table) RUST-1244 fixed
lr300 iron sights made accurate
Collectable pickup sunds for mushrooms, stones, and stumps
Research table sounds
More sound tweaks & polish
lr300 spawn tables
lr300 balance
beds are actually pickupable again
fixed player twitching into sleep anim when he jumps in / out of the water
tweaked the materials for all of the weapon addons and the m249 (they look more metallic now)
Set sound modulator value to 1 when fetching new modulators from the pool
RUST-1250: Sound pooling fixes (hopefully.. can't reproduce in editor yet)
Disabled pool.players by default again (more testing)
Fixed distorted water reflections in rivers (RUST-1248)
Only wooden boxes and large wooden boxes are pooled, not all entities that inherit from StorageContainer
Eliminated hasEntityMenu computation from ClientInit (slow)
Disabled entity pooling on furnaces + campfires for now (VFX stuck)
Enabled entity and player pooling by default on 64bit systems
ItemIcon NRE fix (for real)