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Generic footstep effects (fix for no footstep sounds on quarries)
tweaked swimming and sprint animations.
new sounds / particle effects for wounded animations
rock_cliff_a geometry polish
dungeons rock switch old to new
placeholder rock prefabs
Military_tunnel_1 prefab update
Cloud Billboards added to Sky Dome and values tweaked.
procgen rock swapping backup
Dungeons rock LOD setup update
Fixed detail texture scaling for the new rocks
underwater rocks do not use terrain projection
Fixed duplicated symbol in blendlayer shaders
beachside and underwater rocks backup
Limited speedtree shader transmission feature to Frond and Leaf geom types
Fixed external gates collapsing
Fixed server NRE
Removed unity error reporter
Don't do server.backup in editor
Fixed seethrough walls; note to self: some hacks are there for a reason (#338)
Attempt at solving all water problems, including transparent surf/particle fog, at once
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
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
Added new copy shader; removed deprecated one
Fixed backface refraction
Underwater shader now scattering aware (wip)
Removed unused DistanceFromCamera system
Added LODGroup diagnostics to dump command
More client profiling
Fixed situations arrising where server sometimes creates insane 2 minute delays
Removed DedicatedServerDebug (unsused + performance drain)
Expose build id to server info
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
disabled rain collisions (perf)
Profiling + optimizations
Fixed server DoRemoves NRE
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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