31,218 Commits over 3,928 Days - 0.33cph!
fixed snapping on rock idle player anim
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More detailed hit stat tracking
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Detail layer in rust/std now disabled by default
Switched Horse hair materials to Rust/Standard spec (fix for RUST-896 and possibly RUST-846)
Deleted half-assed standard-hair shader
Replaced horse LOD3 with the proper mesh
Fixed scope shader not compiling on some weird platform
changed the animal prefabs so that their animators do not cull.
Fixed revz dev* shaders; grey boxes now visible
Packed Rust/StandardSkin shader into single file
Removed experimental viewmodel shadow code; no longer needed/relevant due to revz
Removed meta pass (dynamic gi) from all shaders; we'll probably never use it, less code to look at, less time compiling shaders
Packed grass code back into Nature/Grass
Packed wire code back into Custom/Wire
Deleted deprecated files; updated grass and cable materials
Fixed revz grass black ambient when LOD<300
Fixed revz sign black ambient when LOD<300
Slight modifications to rust/std cginc base to allow single file rust/std shader; easier to read and make new shaders
Switched StandardWithDecal shader to rust/std (fix for RUST-900)
Fixed revz sign/canvas painting
Tool cupboards can be repaired
tweaked the 3rd person pickaxe animations so it doesnt clip into the player
Fixed estimated player velocity being extremely inaccurate during server lag (RUST-895)
Update view angles + eye position in FinalizeTick (less overhead when spammed with player ticks)
AntiHack tweaks
Added decay.tick server startup parameter (specifies decay tick interval)
Fixed exploit to disable gunshot sounds
Added loot console command (for testing, editor-only)
Fixed another LOS exploit
Fixed Player animation twitches when holding (RUST-901)
Fixed rare UI NoticeArea error when broadcasting RefreshValue
Added decay to sleeping bags, tool cupboards, barricades and traps
Network++
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Fixed revz unable to see players name plate (RUST-884)
Renamed convert depth shader (revz) to avoid potential name collision
Set quarry / pumpjack child entity bounds
Fixed water simulation precision issue problem causing seams in shore blend (GLCore only)
Fixed revz disappearing point and spot lighting (RUST-891,RUST-887)
Make really sure we never write weird shit to BasePlayer.estimatedVelocity
Temp workaround for strange behaviour caused by nested entity parenting of water purifier
Fixed "invisible water purifier" issue
Unfucked entity parenting on quarry + water purifier (still some weird client side shit going on with nested parenting on the water purifier)
Fixed blurry FP logo on low quality settings
Tweaked cloud brightness, especially at night
Use 2D distance in projectile entity movement test
Tweaked animal entity bounds
This meta file can be removed
Include entity name when logging "entity too far away"
Ignore projectiles from stalled players without handing out violations
Updated "Find Materials Using Shader" tool
Switched all materials using "Legacy Shaders/Diffuse" to barebones rust/std (mostly third party, fixes revz for all)
Moved reverse depth code to a separate component
Fixed revz not working on player preview
Removed redundant multi_compile causing errors in some shaders
Fixed black grass on legacyGL + lod<300, possibly others
Fixed billboards in d3d9 again (RUST-682)
Fixed missing decals
Fixed revz darkening environment