33,904 Commits over 4,171 Days - 0.34cph!
Added shader parameter for displacement height to grass shader + material
Updated native binaries: added dev request cancellation
Potential fix for crashes when switching servers (RUST-827)
Fixed pvt not disabled in lowest shader levels
Fixed DX9 white player in player preview (RUST-1294)
Fixed foliage displacement NRE when leaving server
Fixed all grass appearing displaced with grass displacement disabled
Exposed high resolution terrain height and slope maps to shaders
Grass displacement now also works on big maps
Fixed all grass appearing displaced with grass displacement disabled (for real)
Reduced resolution of coarse terrain height and slope maps
Added grass displacement toggle to graphics options
Made terrain height and normal textures readable at runtime (required for coarse map generation)
Optimized coarse height and slope map generation in standalone builds
Reviving line of sight check is more forgiving such that it doesn't cancel immediately when losing focus
Changed decal/deferred-decal emission intensity property to hdr color value and fixed it not being applied
Fixed
Fixed deferred decal shader writing roughness instead of smoothness (error on docs)
Attempt to fix gbuffer channel interference in decal shader
Building blocked message is only shown when in building mode
Holding a hammer also enables the building blocked message
Fixed foliage displace shader d3d11_9x compilation error
profile samples for GamePhysics
rolled back to 5.4.0p1
Added SSAO distance fade to far values; e.g. smaller radius in viewmodel
Building privilege is also checked at the construction placement position, not just at the player position
Unified DecalDictionary and ParticleDictionary into EffectDictionary
Added support for foliage displacement prints
Added foliage displacement trails to players
Fixed profiler sample mismatch introduced with
16568 (spamming when looking at terrain)
Fixed server ssao texture format error; now detecting null device
SSAO texture format error to warning
Quick optimization for OBB.Contains
Enabled ssao fade params for viewmodel occlusion; just needs tweaks and bleeding fix
Foliage displacement code cleanup
Minor foliage displacement optimizations
Fixed water system perf on riverless maps
Fix for near/viewmodel ssao color bleeding
Fixed server side player rotation getting corrupted when spawning in sleeping bags that were placed on hills
Workaround for ssao/blur shader opengl compilation error
Removed building blocked chat message when trying to place while placement guide is red
Fixed code lock placement guide not being shown as red when in unauthorized cupboard
Coarse slope blur all channels for now
Sticky gizmos for deferred decals
Added log when server is fully started
Optimized terrain carving triggers (better projectile and player culling performance)
tweaked iron sights on a bunch of weapons
Merged water visibility triggers
Fixed not gathering river colliders
Fixed AMD R9 water darkening half screen in DX9