111,829 Commits over 3,928 Days - 1.19cph!
Sat dish add to heightmap on rocks
rcon.port defaults to the same as game port if not defined
rcon.ip defaults to any if not defined
El cheapo particle scattering/fog
Tweaked compilation path exclusion list across all standard/rust shaders
Tree benchmark scene
Tree culling and LODing optimizations
Tree quality convar
starting to be happy with procgen larger formation spawn rules
generic rock prefabs update
Fixed underwater mask in GL/OSX
Moved camera near plane corner computation code to MainCamera.cs and Camera.cginc; added latter
Moved scattering code to relevant TOD shader includes
Changed number of border mesh rings to 64 to improve per-vertex scattering calcs (worth extra triangles); updated Water prefab
Tiny water vertex shader optimization
Network read/write optimizations
Skip rivers in underwater shader due to (#294); needs proper river bounds for underwater treatment
Autoturret nobuild volume no longer reaches beneath the turret (RUST-347)
autoturrets can't be placed completely under water anymore
autoturrets won't shoot back at other autoturrets (hopefully)
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Fixed server DoRemoves NRE
Profiling + optimizations
disabled rain collisions (perf)
Updated cave with new rocks
Updated river bedrocks
Updated source rocks
Updated overhang rocks
And some last rock prefabs left, updated default 'pickup from' prefabs in the rock folder with ready settings
Expose build id to server info
Fixed situations arrising where server sometimes creates insane 2 minute delays
Removed DedicatedServerDebug (unsused + performance drain)
Removed unused DistanceFromCamera system
Added LODGroup diagnostics to dump command
More client profiling
Fixed backface refraction
Underwater shader now scattering aware (wip)
Added new copy shader; removed deprecated one
Increased pre-fog texture to 1:1 again; switched to rgbm encoding instead for 2:1 and bandwidth savings; looks better than downscale
Now cloning _CameraDepthTexture only on d3d9 platforms
Removed postOpaqueDepth modifications from globalfog and pp scattering; not necessary anymore (kept in DoF, however)
Downscaled pre-fog/refraction texture to 1/4th res
Underwater lighting now uses combined direct+ambient (testing)
Removed all black river fix hack attempts
Attempt at solving all water problems, including transparent surf/particle fog, at once
Fixed seethrough walls; note to self: some hacks are there for a reason (#338)
Fixed server NRE
Removed unity error reporter
Don't do server.backup in editor
Fixed external gates collapsing
Limited speedtree shader transmission feature to Frond and Leaf geom types
beachside and underwater rocks backup
Fixed duplicated symbol in blendlayer shaders