127,304 Commits over 4,109 Days - 1.29cph!
Merged-in water changes and optimizations from main
perf 5 displays frame time
Fixed options opening with wrong tab selected
AmbienceManager update tweaks
Driftwood no longer spawns on rocks
Merged perf shit from main
reduce ambience emitter activation range a bit (better perf in areas with dense foliage)
merge into main
protocol++
loot tables + manifest + item costs (bucket/barrel)
Merged-in terrain shader shuffle/cleanup from prerelease
More water code cleanups + micro opts
Touched a few shaders just to be sure
Fixed compilation warning
waterbucket disconnect fix
Increased client per-frame message processing time
Fixed water/shore bug introduced in
14228
More compilation warnings
Don't evaluate neighbour entity links until they're used
Log entity linking progress on server startup separately from the stability support initialization
Fixed camera depth mismatch affecting scattering on transparent surfaces
Fix for q1 parallax artifacts on steep rocks (#755)
Touched ocean and river shader
Fixed pp scattering dx9 shader compilation error (#781)
Fixed pp scattering mask uv addressing in d3d9 (#781)
fix for water barrels not destroying with foundation
Fixed building block placeholders being visible for a short time when placing a building block
Disabled far splats on terrain blend shader (affecting rocks/cliffs) on both d3d9 vs d3d11 to test perf discrepancy
added animations for the flamethrower's fuel gauge
Removed some building block overhead when entering a networking group
Tweaked client cycle time
Tweaked client cycle time (done with testing)
Load balancer per-frame time curve tweaks
Clutter layer updates (RUST-772)
Added clutter layer toggle to F1 dev tools
Tree entity client skin instantiation is load balanced
flamethrower implementation
building block balance
fireballs can merge
Fixed per-vertex depth computation for scattering on transparent surfaces; cause for black river sections up close
Eyebrows on all heads
Asian male variation
BoneFollower is disabled when following non-moving entities (only set position when updating parenting in that case)
Greatly reduced per-frame overhead caused by BoneFollower (especially around large buildings with tons of doors)