127,410 Commits over 4,109 Days - 1.29cph!
Fix RUST-580 - Able to loot/kill and see players and some deployables underneath sheet metal floors
Added graphicsDeviceType to hardware info, so we can bucket based on dx9/dx11/opengl etc
Enabled ocean tesselation in water q=1
Ambience quality levels + benchmark
New big powerline models/LODs/COLs
Fixed memory leak / performance drop-off in ParticleEmitFromParentObject
Don't defer player model instantiation (RUST-819, RUST-825)
Ensure AmbienceEmitters always fade out on deactivation
Fixed missing icons on small furnace
Slight tweak to out of range AmbienceEmitter deactivation
Building block despawn optimization (when leaving network groups)
Handle out of range AmbienceEmitters in AmbienceManager.Tick instead of OnCullingGroupChange (more reliable + better CullingGroupSendEvents perf)
perf 6 displays async task status
Added warmup test to procmap benchmark (tests if performance is worse until pools are filled)
the player now holds the guitar properly in 3rd person
Culled out parent item requirement stuff
PlayerModelRebuild perf tweaks, profiling
Player pullback fix (merge error)
Added procmap.pvt benchmark (should this be enabled by default, or should we get rid of it)
Merged ambience & warmup benchmarks to main
Restart calls quit after timer reaches zero (to guarantee consistent behaviour)
Fixed another UpdateLookingAt performance issue (RUST-653)
Hit tests can specify whether or not multiple hits on the same skinned mesh collider should be returned
Powerline pylons b and c (variations)
Call SetHierarchyGroup in standalone too
Re-added ambience & warmup benchmarks
Adding another powerline pylon variant
No build zone edit on powerline_d
merge from dungeon_art (industrial buildings, cooling towers, powerlines)
can drink last 50ml from bota bag
waterbarrels prevent building fix
Lifted sleeping pose to fix looting exploit
Updated start pose of wake up anim
Entities send network update if their slot is set on the server (fixes some weird situations, mostly regarding doors & locks)
Some door code cleanup to narrow down RUST-559 & RUST-793
Fixed regression that sometimes skipped entity linking when placing building blocks
Fixed that the door animation was stopped one frame too early (RUST-559)
Fixed NoAmbience benchmark using rain weather settings
Forced ambience convar setting in benchmarks
Added "Apply Vertex Color" option to some rust/standard shaders; multiplies v.color rgb by albedo base (std, std-spec, cloth, cloth-spec, skin, terrain-blend)
Removed keyword used in "Apply Vertex Alpha" and switched to alu instead
Fixed rust/std blend layer shader compilation errors
Merged shader changes from main