128,273 Commits over 4,109 Days - 1.30cph!
Post process terrain slopes near water to reduce wave clipping
Tweaked biome distribution and transitions
Fixed micro cliffs sometimes spawning on roads
Water level test does a quick check for river water depth
water dispenser gibs, and the LODs should be there now.
Wild pumpkin and corn spawns are their own separate entities (don't have to be watered, spawn fully grown)
Mushrooms only spawn in forests (on ground where no grass is growing) so finding them is easier
Converted collectable spawn populations to the more balancing-friendly population scaling mode
chocolate, cans of food, empty cans of food all stackable to 10
Bushes and clutter rocks stay away from forest splat (to make mushrooms there easier to spot)
gibs meta and lods /try numero two
Fixed that some airfield walls were floating slightly above terrain
Fixed radtown_small_3 monument topology excluding some underground structures (RUST-838)
finally fixed water barrel LOD's and added gibs
fixed heli gibs being destroyed by flames
Some monument loading time optimizations
Slight bush density reduction
Door barricades models, LODs, COLs, Gibs
No entities yet
Driftwood spawn patch size tweaks
Slight clutter rock density reduction
Door barricade prefabs setup
Updated sleeping anim to previous raised version
Fixed standalone compile error
Added extra collider mesh for metal facemask
Updated procmap benchmark scene to latest world generation
fixed sentry not targeting some items in peacekeeper mode
Switch to reverse-z quasi-log to avoid depth write; should be virtually perf-cost free now
Got everything working except two non-rust/std standard shaders still used in weapons
improved the walk/jog animations to look more natural
fixed a bunch of animations that were missing events (footsteps / jumping / wounded/ etc)
human meat is salty
charcoal stacks to 1000
added fishtrap and fish
reactive target is cheaper and resets on its own after 6 seconds
Mix improvements, lots of sound polish, more variations for a bunch of common sounds, etc, etc
merge from main/mix-polish
Fixed NoShadows benchmark
Fixed speedup when moving diagonally
Fixed metal facemasks not always protecting against headshots (RUST-849)
Disabled HitInfo.MultiHit by default (faster hit sorting, not required with projectile penetration on players disabled)
Disabled dynamic non-uniform scaling on cliff meshes (physics system regression made this very slow)
Network++ (dev servers might warn when loading a save, but no forced wipe)
Fishtrap models, LODs, COL, Gibs and textures
Icon update, prefab update
Updated the fishtrap size (-25%)
Changed default Standard and Standard spec override shaders to std/rust path
Updated main camera component