127,271 Commits over 4,109 Days - 1.29cph!
Trainyard monument topology fixes
lagged out players will no longer spam all the shots they fired while lagging in one go
fix for lag switch exploiting
fixed bug where explosive rounds would not deal splash damage to impacted targets
Implemented new mesh for ocean; finer lod scaling; no fog issues
Fixed simulation stepping; tweaked ocean sim params
Smoother near plane displacement attenuation
Temporarily disabled SSR
Small steam inventory icons are now 200x200 instead of 128x128
Fixed ragdoll head stretching
Can't interact with lock while door is moving
Default option when looking at lock is to open door (hold down USE to get full options)
client.disconnect called before trying to join another server
RUST-51: Excess Low Grade not been refunded when placed in hats.
Zero overdraw screen-space reflections (1 spp, hq only); important when displacement is everywhere along frustum depth
Removed parts of deprecated code
Rock clutter and cliffside tweaks
Fixed underwater rock spawn rule
Fixed iceberg spawn rule
Rock heightmap adjustment tweaks
Bush/tree ambience tweaks
First pass at item pick/drop ui sounds
two sided shadow casting for sewers prefabs
scene2prefab
Rock formation prefab updates
Did the same trick on military tunnels
Reject rivers on extreme slopes
Merge from save115
HapisIsland, procedural generation and dungeon updates
Overflowed large furnaces shoot items out of its chimney
Reset building priv flags on die/spawn
Billboard trans texture size (sorry guys)
initialize conditional models on server start again
Automatically writecfg after changing vars in the console/binding keys
Fixed screen space normal texture frame delay when coming back from lower quality levels
Saved one grab pass in ocean depth pass cmd buffer
Fix for RUST-654 (turret roof exploit)
Undone
13766 (fixes weapon mods)
Reverted grab pass save; overlooked something
Fixed cheat reporter setting reporting player's entityid instead of steamid
fix for decay reset when repairing
Fixed escalating load times on larger maps
Added quad rasterizer to base terrain map class (rasterizes two triangles in a single pass)
Fixed dx9 inverted normals / broken reflections and ps_2_0 related errors
Switched to using post-opaque as depth target during water depth pass
Terrain triggers are now on appropriate layer for all dungeons