111,915 Commits over 3,928 Days - 1.19cph!
Adding sedan_a vehicle (Models, LODs, COL, Textures, Prefabs)
Merging light clone shadow changes and particle shader fix
Fixed merge issues and conditionals in light clone shadow
enabling decal shadow on some fade materials
Replace KillerName in streamermode
Fixed lighting mode tag in custom particle vertex lit and pixel lit shaders
Upped queriesPerSecond default
Fixed item stack overflow not overflowing into inventory etc (RUST-670)
Added Server.queriesPerSecond
Added Server.ipQueriesPerMin
Fixed missing decal shadow shader property error in some Rust/Standard based materials
Fixed PVT-version of terrain parallax occlusion mapping on legacyGL/Linux
Reverted road_decals to previous
Added "Decal Shadow" toggle option to Rust/Standard; allows fade/transparent mesh decals to receive shadows from main light
Added forward path to speedtree shaders
Disabled deferred path on billboards to allow turning off shadow receive
Fixed black cargo plane trails on legacyGL/Linux
Fixed terrain parallax occlusion mapping on legacyGL/Linux
Fixed river mesh shading in low quality modes
Slight changes to sewers drain colliders
Fixed missing airfield wall colliders
It's the return of the tree stump! -wood pickup model
Fixed Physics.IgnoreCollision performance regression on certain hardware
Fixed legacyGL/Linux water shader compilation errors
Fixed broken water SSR on GLcore/OSX
Player viewmode flag override for bawng
Linux server console error
New stone, sulfur and metal ore world pickup models
Fixed shader related black river bug
Fixed water camera NRE
Clutter rocks are clientside decor (perf, collider count)
MaterialSetup can be pooled / used on dynamic decor
fix for heli not doing damage in some situations
Prefab adjustments (rock_small)
Terrain triggers are now on appropriate layer for all dungeons
Fixed dx9 inverted normals / broken reflections and ps_2_0 related errors
Switched to using post-opaque as depth target during water depth pass