31,219 Commits over 3,928 Days - 0.33cph!
EAC hashtool missing files
Attempt at fixing revz graphic distortion/feedback when using low quality + near draw distance (RUST-987)
Fixed BaseMelee editor / standalone inconsistency
Attack entity repeat delay cooldown test 2 (RUST-1043)
Transparent layer tweak (RUST-842)
Attack entity repeat delay cooldown test (RUST-1043)
Implemented throw weapon AH protection (throw_protection, throw_penalty)
Touched water shaders to fix out-of-date staging
Transparent layer (fence, glass)
Fixed LOS issues in caves (RUST-1039)
mesh compression @low for building block meshes and colliders
Fixed purple water in dx9
Fixed compilation errors in legacy gl
Fixed river flow transitions to ocean
Changed default decay tick interval to 10 minutes
Slower decay on furnaces and boxes (2 days delay + 4 days duration)
Added repair functionality to furnaces, boxes, repair bench / research table and water catchers / purifier
slight tweaks to the rifle walk animation
Added back river flow; still needs work
Added warning to RandomizeStartPosition when called on a sound missing audioClip
Fixed flow control warnings in ocean and river shaders
AH logs include frame number
Updated amplify color and switched to single pass tonemapping + color grading
Removed dedicated tone mapper
Fixed incorrect collision meshes on twig roof sides
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Updated amplify occlusion; faster/better bilateral blur
Increased maxflood convar default value
Flooding protection tweaks
Most deployables now have a two day decay delay and a two day decay duration (from 1 + 2)
Fix for invisible materials in empty scenes
Patrol helicopter server gibs entity bounds
Mortar (need to check shader - it goes invisible when applied)
Fixing some material import settings (as discussed with Vince)
Melee distance padding tweak
Merging update for Hapis/Savas islands
fixed an issue with several of the LOD models (for animals and weapons) having extraneous vertices ( due to the normals not being unified )
decay.scale convar scales both decay delay and decay duration
Dome ladder fix
Moved small refineries to renderer lod and fixed a few broken placements
Fixed potential client side NRE
Fixed lso compute causing leaking during blur
Switched to using CommandBufferManager to ensure CB ordering
Added large scale occlusion to MainCamera prefab; inactive unless toggled via graphics.lso (experimental)
Merged from large scale occlusion branch
Ration floating box: fbx, lods, col, textures and materials
Death screen: bear.prefab -> bear