33,922 Commits over 4,171 Days - 0.34cph!
Added forward path to speedtree shaders
Disabled deferred path on billboards to allow turning off shadow receive
Added "Decal Shadow" toggle option to Rust/Standard; allows fade/transparent mesh decals to receive shadows from main light
Reverted road_decals to previous
Fixed PVT-version of terrain parallax occlusion mapping on legacyGL/Linux
Fixed missing decal shadow shader property error in some Rust/Standard based materials
Added Server.queriesPerSecond
Added Server.ipQueriesPerMin
Fixed item stack overflow not overflowing into inventory etc (RUST-670)
Upped queriesPerSecond default
Replace KillerName in streamermode
enabling decal shadow on some fade materials
Merging light clone shadow changes and particle shader fix
Fixed viewmodelarms being specular as fuck
Server save backup->moveto is more resiliant to sharing violations
merge from /main/inv-ui-sounds
Merged-in fixes from prerelease; closer shader parity with 5.4b
eating cans of food produces empty cans (can be melted on campfire into metal fragments)
Don't try to open chat if graphics.chat is false
Linux save bug fix attempt
Clamped client.lookatradius
Reduced craft time of wooden, barbed and metal barricades
Fixed syringe etc having to be holstered/deployed to reuse (on modded servers with stack size increase)
RPC functions can have no arguments, added warnings if arguments unusable
Right clicking clothes in inventory tries to wear them
Determine properly which item was hit by a projectile/attack
Clothes/Armor :
can have condition
Lose on damage
Protect relative to
Can break
Wrap saving to disk in a coroutine, so unix can fail to save without completely breaking
armor damage balance and adjustments
helmets now fall off the player when broken
RustNative.bundle copy hack for osx
RakNet.bundle, Renderer.bundle
Resized ThirdParty textures to their max in engine size (reduces repo by 3gb)
Fresh import changes (adding m_LocalEulerAnglesHint to all the prefabs :S)
Ported over frag shader interp reduction from prerelease branch
Fixed river lighting mismatched with ocean