112,015 Commits over 3,928 Days - 1.19cph!
Disabled HitInfo.MultiHit by default (faster hit sorting, not required with projectile penetration on players disabled)
Fixed metal facemasks not always protecting against headshots (RUST-849)
Fixed speedup when moving diagonally
Fixed NoShadows benchmark
merge from main/mix-polish
Mix improvements, lots of sound polish, more variations for a bunch of common sounds, etc, etc
human meat is salty
charcoal stacks to 1000
added fishtrap and fish
reactive target is cheaper and resets on its own after 6 seconds
improved the walk/jog animations to look more natural
fixed a bunch of animations that were missing events (footsteps / jumping / wounded/ etc)
Switch to reverse-z quasi-log to avoid depth write; should be virtually perf-cost free now
Got everything working except two non-rust/std standard shaders still used in weapons
fixed sentry not targeting some items in peacekeeper mode
Updated procmap benchmark scene to latest world generation
Added extra collider mesh for metal facemask
Fixed standalone compile error
Updated sleeping anim to previous raised version
Door barricade prefabs setup
Slight clutter rock density reduction
Driftwood spawn patch size tweaks
Door barricades models, LODs, COLs, Gibs
No entities yet
Slight bush density reduction
Some monument loading time optimizations
fixed heli gibs being destroyed by flames
finally fixed water barrel LOD's and added gibs
Fixed radtown_small_3 monument topology excluding some underground structures (RUST-838)
Fixed that some airfield walls were floating slightly above terrain
gibs meta and lods /try numero two
Bushes and clutter rocks stay away from forest splat (to make mushrooms there easier to spot)
chocolate, cans of food, empty cans of food all stackable to 10
Wild pumpkin and corn spawns are their own separate entities (don't have to be watered, spawn fully grown)
Mushrooms only spawn in forests (on ground where no grass is growing) so finding them is easier
Converted collectable spawn populations to the more balancing-friendly population scaling mode
water dispenser gibs, and the LODs should be there now.
Water level test does a quick check for river water depth
Fixed micro cliffs sometimes spawning on roads
Tweaked biome distribution and transitions
Post process terrain slopes near water to reduce wave clipping
temp fix for waterbarrel LOD's
updated water barrel model
added peacekeeper mode to sentry
556 stacks to 100
fixed itemicon generation scene not working