111,996 Commits over 3,928 Days - 1.19cph!
Adjusted grass LODing (less upscaling on lower LODs)
Added NoShadows benchmark
Finished terrain shader logz tests and mods, got started on grass and cleaned shadow mask prepass code
Moved logz constant precalc to script/maincamera; added executeInEditMode
Removed some unused garbage
Removed legacy fog modes from all release scenes & shader stripping
Stripped legacy fog from procmap benchmark scene (perf experiment)
Sleeping anim .meta change
Some scattering and fog fixes
Touched water shaders
wip test code + shadow mask computation fix for log z
Fixed warning in rust/std cloth shader
Added fog benchmark
Removed fog from rain benchmark
Merged shader changes from main
Fixed rust/std blend layer shader compilation errors
Added "Apply Vertex Color" option to some rust/standard shaders; multiplies v.color rgb by albedo base (std, std-spec, cloth, cloth-spec, skin, terrain-blend)
Removed keyword used in "Apply Vertex Alpha" and switched to alu instead
Fixed NoAmbience benchmark using rain weather settings
Forced ambience convar setting in benchmarks
Fixed that the door animation was stopped one frame too early (RUST-559)
Fixed regression that sometimes skipped entity linking when placing building blocks
Some door code cleanup to narrow down RUST-559 & RUST-793
Entities send network update if their slot is set on the server (fixes some weird situations, mostly regarding doors & locks)
Updated start pose of wake up anim
Lifted sleeping pose to fix looting exploit
waterbarrels prevent building fix
can drink last 50ml from bota bag
merge from dungeon_art (industrial buildings, cooling towers, powerlines)
No build zone edit on powerline_d
Adding another powerline pylon variant
Re-added ambience & warmup benchmarks
Call SetHierarchyGroup in standalone too
Powerline pylons b and c (variations)
Fixed another UpdateLookingAt performance issue (RUST-653)
Hit tests can specify whether or not multiple hits on the same skinned mesh collider should be returned
Restart calls quit after timer reaches zero (to guarantee consistent behaviour)
Merged ambience & warmup benchmarks to main
Added procmap.pvt benchmark (should this be enabled by default, or should we get rid of it)
Player pullback fix (merge error)
PlayerModelRebuild perf tweaks, profiling
Culled out parent item requirement stuff
the player now holds the guitar properly in 3rd person
Added warmup test to procmap benchmark (tests if performance is worse until pools are filled)