127,271 Commits over 4,109 Days - 1.29cph!
Prefab adjustments (rock_small)
fix for heli not doing damage in some situations
Clutter rocks are clientside decor (perf, collider count)
MaterialSetup can be pooled / used on dynamic decor
Fixed shader related black river bug
Fixed water camera NRE
New stone, sulfur and metal ore world pickup models
Linux server console error
Player viewmode flag override for bawng
Fixed legacyGL/Linux water shader compilation errors
Fixed broken water SSR on GLcore/OSX
Fixed Physics.IgnoreCollision performance regression on certain hardware
It's the return of the tree stump! -wood pickup model
Fixed missing airfield wall colliders
Slight changes to sewers drain colliders
Fixed river mesh shading in low quality modes
Fixed terrain parallax occlusion mapping on legacyGL/Linux
Fixed black cargo plane trails on legacyGL/Linux
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
Fixed lighting mode tag in custom particle vertex lit and pixel lit shaders
Replace KillerName in streamermode
enabling decal shadow on some fade materials
Fixed merge issues and conditionals in light clone shadow
Merging light clone shadow changes and particle shader fix
Adding sedan_a vehicle (Models, LODs, COL, Textures, Prefabs)
Updated to 5.4.0b11
Fixed UnityGlobalIllumination.cginc errors in b11 (ln 219)
Less XP from GatherComplete