112,015 Commits over 3,928 Days - 1.19cph!
Added hemp seeds and hemp farming
Network++
Fixed plant planting and harvesting particle effect rotations
Plant server convars actually do what they claim to do
Fixed atmosphere shader to work well in both modes
Added graphics.revz toggle command
Cleaning up
ResourceRef refreshes when no GUID has been saved before (i.e. when changing GameObject to GameObjectRef in code)
Plant skins use prefab pooling
Plants can specify whether or not to switch to the dying state when harvested for the last time
Fixed plant entity leak when their happiness was stuck around 0 (could be caused by genetics or environmental conditions)
Fixed plants skipping their dying skin when exceeding their max number of seasons
Grass material to new shader
Added rust/std version of grass
Fixed water reflections on revz enabled
Patched most remaining shaders to support revz; transition now seamless, getting ready to merge
loot through walls/flame spawn fix
Missing gibs for the water well - prefab update
Water desalinator deployable files (models, LODs, COLs,Gibs)
Fixed being able to repair things with just wood
OSX protobuf generate script
Added revz toggle; default off
Made some code revz agnostic
Moved constant param computation to cpu; reduced per-vertex alu
Fixed remaining sky issues
Fixed incorrect near plane
Water well deployable files (models, LODs, COLs, Animation)
Matched bone scaling to what it was pre-patch
Quick cloud fix for outdated AMD firepro drivers on glcore/windows
Added rust/stdwire shader to replace custom/wire; powerline cables now cast shadows
Removed deprecated conditional defines
Nework decay timer to client as well
Pause load balancer while a ton of network packets have to be processed (perf + RUST-836)
Fixed viewmodels spazzing out for one frame when deployed
fixed the player_model to use the proper animation controller
tweak the playback speed for some animations
fixed sleeping orientation so it aligns with terrain better
fixed bug with players popping from stand up --> sleeping pose as soon as you walked close to them (the animator was disabled)
added footstep sounds to all the sprint animations
fixed looking into fishtrap resetting timer
fishtrap traps faster
pivot orientation was reset on fishtrap gibs
Fix rain surface ambience not playing
Current entity decay state saves and loads on server restart
Decay uses less memory on the server (meaning we can add it to everything)
Building block decay correctly resets when fully repaired
Changed default Standard and Standard spec override shaders to std/rust path
Updated main camera component
Updated the fishtrap size (-25%)
Fishtrap models, LODs, COL, Gibs and textures
Icon update, prefab update
Disabled dynamic non-uniform scaling on cliff meshes (physics system regression made this very slow)
Network++ (dev servers might warn when loading a save, but no forced wipe)