127,511 Commits over 4,109 Days - 1.29cph!
Fixed viewmodels spazzing out for one frame when deployed
Pause load balancer while a ton of network packets have to be processed (perf + RUST-836)
Nework decay timer to client as well
Added rust/stdwire shader to replace custom/wire; powerline cables now cast shadows
Removed deprecated conditional defines
Quick cloud fix for outdated AMD firepro drivers on glcore/windows
Matched bone scaling to what it was pre-patch
Water well deployable files (models, LODs, COLs, Animation)
Moved constant param computation to cpu; reduced per-vertex alu
Fixed remaining sky issues
Fixed incorrect near plane
Added revz toggle; default off
Made some code revz agnostic
OSX protobuf generate script
Fixed being able to repair things with just wood
Water desalinator deployable files (models, LODs, COLs,Gibs)
Missing gibs for the water well - prefab update
loot through walls/flame spawn fix
Added rust/std version of grass
Fixed water reflections on revz enabled
Patched most remaining shaders to support revz; transition now seamless, getting ready to merge
Grass material to new shader
Fixed plant entity leak when their happiness was stuck around 0 (could be caused by genetics or environmental conditions)
Fixed plants skipping their dying skin when exceeding their max number of seasons
Plant skins use prefab pooling
Plants can specify whether or not to switch to the dying state when harvested for the last time
ResourceRef refreshes when no GUID has been saved before (i.e. when changing GameObject to GameObjectRef in code)
Fixed atmosphere shader to work well in both modes
Added graphics.revz toggle command
Cleaning up
Plant server convars actually do what they claim to do
Fixed plant planting and harvesting particle effect rotations
Added hemp seeds and hemp farming
Network++
Merge from decay_reboot
Network++
Fixed plant skins missing from asset bundles
Wild corn & pumpkins always spawn next to rivers
Reduced driftwood density
Dialed back hemp tint randomization
ValidBounds rejects positions that are NaN or infinity (RUST-864, maybe)
Tightened valid cupboard deployment angle
Lanterns can be placed on top of other deployables again (RUST-823)
Fixed world models / ragdolls ignoring cave triggers
Fixed server projectiles (i.e. rockets) ignoring cave triggers
Vis.Colliders handles terrain triggers
Fixed turret LOS check ignoring cave triggers
Added prevent movement physics layer (similar to prevent building, just for movement)