127,436 Commits over 4,109 Days - 1.29cph!
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
Added fog benchmark
Removed fog from rain benchmark
Fixed warning in rust/std cloth shader
wip test code + shadow mask computation fix for log z
Some scattering and fog fixes
Touched water shaders
Sleeping anim .meta change
Stripped legacy fog from procmap benchmark scene (perf experiment)
Removed legacy fog modes from all release scenes & shader stripping
Removed some unused garbage
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
Added NoShadows benchmark
Adjusted grass LODing (less upscaling on lower LODs)
Removed tree component from all trees (appears to be slow as fuck)
Moved apply color/alpha to fragment setup
Fixed for shader bug RUST-833
Removed tree component from a bunch of clutter prefabs
Icesheet prefabs use LOD grid
Removed tree component from hemp
Procmap benchmarks reset GC, LODs, grass, decor and tasks before every run
can deselect bucket instead of drinking from it
fixed NRE when swapping buckets
cannot transfer water into unheld bucket