112,982 Commits over 3,928 Days - 1.20cph!
Updated facepunch.system with github version
Fix for crafting menu blueprints all showing wooden arrow description
Fix for UI notifications missing when reconnecting to a server after disconnecting
Replaced invoke with custom flag in door animator toggle (should fix RUST-835)
Finished high level water shader refactor
Fixed servers re-checking stability after startup (no longer needed since it's loaded from save)
Limit shadow distance to 50 when cascades are disabled to prevent RUST-826
fixed a bug with the bandage viewmodel giving a warning
SpeedTree billboard shadow casting toggle editor tools
slightly increased starting calories
fixed fire doing less damage to other objects based on what surface it was sitting on
map costs 1 paper instead of 5
fixed not being able to bandage other players
minor emission scale changes
Added convar to toggle the shadow casting behaviour of the sun
Unified some bush prefab settings
Re-enabled atmospheric depth in scattering calculation (with better horizon fade than the last time)
Touched ocean and river shaders
Added delta update capability to protobuf lib
Ticks are delta'd
Added Rust.Data.Test
Fixed some decor prefabs missing from asset bundles
Greatly improved VariableReference performance and GC (used in VitalNote, VitalInfo, TextVariable etc.)
Updated player preview idle
Removing PVT test from benchmark (crashing shit)
basecombatentity ignite baseline
can deselect bucket instead of drinking from it
fixed NRE when swapping buckets
cannot transfer water into unheld bucket
Procmap benchmarks reset GC, LODs, grass, decor and tasks before every run
Removed tree component from hemp
Icesheet prefabs use LOD grid
Removed tree component from a bunch of clutter prefabs
Moved apply color/alpha to fragment setup
Fixed for shader bug RUST-833
Removed tree component from all trees (appears to be slow as fuck)
Adjusted grass LODing (less upscaling on lower LODs)
Added NoShadows benchmark
Finished terrain shader logz tests and mods, got started on grass and cleaned shadow mask prepass code
Moved logz constant precalc to script/maincamera; added executeInEditMode
Removed some unused garbage
Removed legacy fog modes from all release scenes & shader stripping
Stripped legacy fog from procmap benchmark scene (perf experiment)
Sleeping anim .meta change
Some scattering and fog fixes
Touched water shaders
wip test code + shadow mask computation fix for log z
Fixed warning in rust/std cloth shader
Added fog benchmark
Removed fog from rain benchmark