129,142 Commits over 4,140 Days - 1.30cph!
Fixed decals not working properly on build
BuildPrefabs: Try moving a file 10 times before failing
Deferred mesh decal rollback
Subtracting deferred-mesh-decals rollback into a branch
Optimized ragdoll update visibility bounds with distance-based update freq; moved to optimize animator
Crystals prefab with smoke and light for tunnels (static)
Military tunnels scene work backup
Merged back deferred mesh decals
Added biome tint mask property to rust/std and rust/std decal shaders
Nuked terrain dummy addpass
Static doors prefabs (unopenable)
Minecart wip
Plugged plenty of holes in my meshes
Military tunnels scene work backup
Added a few innocuous workarounds for glsl challenged drivers (glcore); touched relevant shaders
Lighthouse texturing progress
glsl workaround for rivers
remaining pre-merge fixes
Shader revert because rocks, and manifest.
Hotfix for the death loading hang.
Train track biome tinting + some albedo brightness tweaks
Maybe fixed the occasional red error text.
Fixed players blur visible behind walls; affecting MB and TSSAA (RUST-1206)
Fixed several "Cannot play disabled audio source" warnings
Enabled sound pooling by default on 64bit systems
Fixed stretched river flows in hapis island (RUST-1036)
Moved other savas to its own bundle.
Added ResetState to BaseNetworkable (meant to reset entity to instantiation state)
Added pooling support to storage containers and doors
Deprecated TerrainPaint script
Craggy fixed.
Standard Savas runs.