33,904 Commits over 4,171 Days - 0.34cph!
Fixed tree whiteness caused by homogeneous specular on material; now saturates properly
Rust/speedtree shaders: optimized by adding extra keyword to skip spec map in rust/speedtree shaders; assumed black (no spec, no transmission) if missing
Rust/speedtree shaders: changed spec rgb to mono specularity; now R channel in spec trans map
Added keywordutil
Added tint to water caustics
Game manager no longer sets the game object name when taking from a pool (performance)
Optimized some LOD grid code (for the most part pointless, but slightly faster and better for profiling)
Added additional profiling to LOD, pooling and mesh batching code
Added refresh_stability debug console command
Removed OnEnable hack from EntityFlag_Toggle (no longer slows down entity instantiates)
Fixed OnSendNetworkUpdate not being called in SendNetworkUpdateImmediate
Fixed OnPostNetworkUpdate not being called immediately when receiving a new entity
Prefab pool no longer hashes twice when looking up a prefab (pretty irrelevant since the key is an integer)
Eliminated needless string reallocation from GameManager.Instantiate (relevant when streaming in thousands of entities)
Updated BuildingTest.sav (now also contains building stability)
Optimized BaseEntityChild.Setup
Stone gate gibs are no longer the incorrect wood gate ones
Fixed viewport resize breaking water when reflections are enabled
made a slight tweak to the semi-auto rifle's iron sight alignment
Fixed unlit campfires hurting players after server restart
Added foliage displacement debug (via terraintexturing)
Skip adding the CL entity name prefix if the game object name already contains it
Saved redundant fetch+sampler in a few water related passes
More water displacement on slighly inclined terrain
Merge from dangerous_optimizations
Fixed box collider of local player being enabled after respawn (forcing player in random directions)
Fixed potential NRE in FootstepEffects
Netgraph can only be used by admins and developers (RUST-1327)
Fixed water vis trigger handling non player objects + potential timestamp collision
Fixed water-related DX9 half screen darkening issues across all gpu models (RUST-1322)
Fixed DX9 broken motion blur on AMD R9 (possibly others)
Fixed DX9 broken water reflections on AMD R9 (possibly others)
flame turret with textures, materials, gibs, col, prefab etc
Disabled water vis trigger for update/wipe; not server ready yet
Fixed river overlap-related reflection issues (RUST-1330)
Tweaked shore alpha fade water material params; touched relevant water shaders
Autoturret can now only hold 556 ammo instead of any item
Erased all traces of the old garbage bone armor
phrases/loot/manifest
protocol++
merge into main
Added collider_capacity and renderer_capacity convars (limit the vertex count of collider and renderer batches)
Fixed players appearing with wrong name tag (RUST-1331)
Stricter flyhack detection (RUST-1320)
Merged lighthouse fixes from dungeon_art_3
Added padding to environment volumes to fix tiny gaps when placed by hand
changes to vending machine
added gibs to the vending machine
Fixed underwater rendering
Fixed water overbrightness due to background fog
Guitar viewmodel
worldmodel + LODS (now drops model instead of burlap sack)
folder now setup in line with other items
Added more rocks around lighthouse/ network ++
Ran scene2prefab to fix missing materials