112,243 Commits over 3,928 Days - 1.19cph!
Added ResetState to BaseNetworkable (meant to reset entity to instantiation state)
Moved other savas to its own bundle.
Fixed stretched river flows in hapis island (RUST-1036)
Enabled sound pooling by default on 64bit systems
Fixed several "Cannot play disabled audio source" warnings
Fixed players blur visible behind walls; affecting MB and TSSAA (RUST-1206)
Maybe fixed the occasional red error text.
Train track biome tinting + some albedo brightness tweaks
Hotfix for the death loading hang.
Shader revert because rocks, and manifest.
remaining pre-merge fixes
glsl workaround for rivers
Lighthouse texturing progress
Added a few innocuous workarounds for glsl challenged drivers (glcore); touched relevant shaders
Static doors prefabs (unopenable)
Minecart wip
Plugged plenty of holes in my meshes
Military tunnels scene work backup
Nuked terrain dummy addpass
Added biome tint mask property to rust/std and rust/std decal shaders
Merged back deferred mesh decals
Military tunnels scene work backup
Crystals prefab with smoke and light for tunnels (static)
Optimized ragdoll update visibility bounds with distance-based update freq; moved to optimize animator
Subtracting deferred-mesh-decals rollback into a branch
Deferred mesh decal rollback
BuildPrefabs: Try moving a file 10 times before failing
Fixed decals not working properly on build
Deprecated LightCloneShadow hack + removed script + updated skydome prefab and shaders
Fixed mesh decal zwrite and blending modes
made a buch of things researchable (like doors/ladder hatches) that weren't before
moved most barricades to common/uncommon tier (instead of rare)
reverted hitmarker sound (sorry @alexr!)
removed darkening on holosight lens
fixed candlehat/minerhat not being visible in first person