112,191 Commits over 3,928 Days - 1.19cph!
Wood doors much more vulnerable to explosives
Replaced bloom's 7 (7 sp) gaussian with optimized 9 (5 sp) gaussian; now 10% faster
Default water quality = 1 (refl also 1)
Default aa quality = FXAA
Procgen scenes and prefabs for power substations
Desperate attempt at fixing mesh issues on rock_cliff_a: touched, changed tangent computation and turned down compression
Fixed item containers of certain weapons being locked for player input (cc Helk, regression from 15732)
Turned off tonemapper debug
Tweaked eye adaptation and tonemapping to fix overbrightness
Warn on duplicate bone ID in skeleton properties
sentry gun unlocks at level 18 instead of 24
sentry gun parts found in radtowns (rarely)
lasersight unlocks at level 24 (was 25)
touched a bunch of files because why?
can no longer input items into loot boxes/trash piles (fixes exploits causing them not to respawn)
fixed the 3rd person drink animation so it holds the bota bag properly
small stash cost reduced to 10 cloth
xp from barrels only awarded if destroyer is nearby (no sniping barrels for xp)
hoodie armor buff
roadsign armor more expensive
most important change of the month - ceiling lights are cheaper and cast more light
crude oil collision fix (perhaps they will spawn under dome now?)
Remove audio files for unused song
Preserve sample rate on music
Resized luts to 256x16 to speed up climate blends
Rocket LOS check improvement (RUST-1152)
Replaced deluxe eye adaptation and amplify color with unity cinematic effects; eye adaptation now 2x faster
lengthened loaded crossbow deploy anim
Fixed revz opengl missing name plates (RUST-1158)
Damage properties are stored on projectiles
Shotgun buckshot uses headshot damage multiplier of 1.25
airfield work backup
Power substation models/LODs/COLs/Prefabs and textures
Fixed InvalidOperationException in OnProjectileAttack (RUST-1157)
Skip underwater overlay if water excluded from camera culling mask
Projectile velocity is no longer randomized
Projectile velocity is no longer causing RNG damage
Projectile damage falls off linearly with distance (after an initial max damage distance)
Projectiles can specify effective projectile range + corresponding damage multipliers
Damage multipliers are determined exclusively by weapon damage properties (removed projectile max skeleton mult)
Weapons and weapon mods can adjust projectile damage, distance and velocity separately
Network++
Optimized climate LUT blend with single 5-way blend instead of 5 blends
Saved a copy blit and mitigated binding induced latency (weird variations) by ping-ponging result
Saved a 256K in render texture memory yay
Restructure & cleanup.
Manifest.