127,388 Commits over 4,109 Days - 1.29cph!
autoturrets won't shoot back at other autoturrets (hopefully)
autoturrets can't be placed completely under water anymore
Autoturret nobuild volume no longer reaches beneath the turret (RUST-347)
Skip rivers in underwater shader due to (#294); needs proper river bounds for underwater treatment
Network read/write optimizations
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
Moved camera near plane corner computation code to MainCamera.cs and Camera.cginc; added latter
Moved scattering code to relevant TOD shader includes
Fixed underwater mask in GL/OSX
starting to be happy with procgen larger formation spawn rules
generic rock prefabs update
Tree benchmark scene
Tree culling and LODing optimizations
Tree quality convar
Tweaked compilation path exclusion list across all standard/rust shaders
El cheapo particle scattering/fog
rcon.port defaults to the same as game port if not defined
rcon.ip defaults to any if not defined
Sat dish add to heightmap on rocks
Removing some deprecated stuff from TerrainConfig
Industrial light fixtures particles cull
Moved convar server.aihandlerms to ai.frametime
Moved convar server.npcrickrate to ai.tickrate
Greatly reduced AI frame time when playing in the editor (better testing perf)
heli crates are now lootable if the fire is extinguished in water
Fixed vertex lit particles in dx9; limited vertex lights to 6
Added el cheapo scattering/fog to "Particles/Lit Smoke Emissive Flame"
Increased hurt blood overlay intensity to 1.0
Merged changes meant for main branch
back up daily progress plus new sand splat, new rock splat
First shore foam test experiment (close)
Displacement fade-out on planar, shallow water beds
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diagnose the int64 NRE in status