32,160 Commits over 4,018 Days - 0.33cph!
Better frame rate independence for fully automatic weapons
Properly reset entity skin when it's changing back to the default skin (happens on pooled wooden boxes)
Fixed armored door hatch animation sometimes playing (fuck you Mecanim)
made the LR300 sit in the players hand better in 3rd person
fixed the IK positioning of the LR300
flashlight emission point brightness increased
flashlight dust beam brightness reduced
MeshReplacement and SkinSet also update the renderer root bone
player preview state anims
Refresh skinned mesh renderer bone cache when mesh changes (because of gender or race)
RUST-1146 - Fixed invisible helicopter gibs if destroyed outside of network range
NRE - ViewmodelAttachment.OnDisable (weapon with attachments into research table) RUST-1244 fixed
lr300 iron sights made accurate
Collectable pickup sunds for mushrooms, stones, and stumps
Research table sounds
More sound tweaks & polish
lr300 spawn tables
lr300 balance
beds are actually pickupable again
fixed player twitching into sleep anim when he jumps in / out of the water
tweaked the materials for all of the weapon addons and the m249 (they look more metallic now)
Set sound modulator value to 1 when fetching new modulators from the pool
RUST-1250: Sound pooling fixes (hopefully.. can't reproduce in editor yet)
Disabled pool.players by default again (more testing)
Fixed distorted water reflections in rivers (RUST-1248)
Only wooden boxes and large wooden boxes are pooled, not all entities that inherit from StorageContainer
Eliminated hasEntityMenu computation from ClientInit (slow)
Disabled entity pooling on furnaces + campfires for now (VFX stuck)
Enabled entity and player pooling by default on 64bit systems
ItemIcon NRE fix (for real)
Clear LOD group when clearing player mesh (should fix duplicate LOD group warning with player pooling enabled)
Fixed onInventoryChanged event being called every time a shot is fired
Merge from player_pooling (disabled by default)
Fixed onInventoryChanged event being called for every player
Replaced BasePlayer.LocalPlayer with LocalPlayer.Entity
Replaced GlobalMessages.onInventoryChanged.Call with LocalPlayer.OnInventoryChanged
Only initialize door animators if required when leaving the pool
Merge from cs
16176 damage control branch
Entity destruction priority fix
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tweaked the skinning on the viewmodel arms so they look more natural when the wrist twists
tweaked the lr300 reload animations
Fixed server duplicate key exception
bed pickup disabled/NRE Fixed
protocol++
can pick up sleeping bags and re place them
phrases
Building block skin pooling is also load balanced
Building entities have higher destruction priority than other entities during deferred destruction
Slight brdf optimization for the skin case; ajusted subsurface normal max lod and compensated a few skin materials
Improved handling of skin deferred surface scattering, paving the way for free generic thick transmissive surfaces (wax, rubber)
Cleaned up shader code, paving the way for upcoming hair shader
Nuked deferred reflections shader
Deferred entity destruction tweaks
Some changes for more accurate profiling
tightened up the animations on the LR300 reload / deploy
added a new reload animation for LR300
tweaked the sights on the LR300 so they sit lower and line up better
Optimized entity realm list access on both client and server (FindInGroup + GetEnumerator)