33,930 Commits over 4,171 Days - 0.34cph!
Upping death pit damage output to ensure people in full armor die
Workbench tier 1; fbx/prefab/textures/materials/gibs
fixed a bug with the wrong f/x being played when silencer attached
Fixed all throwable weapons referencing the aim point inside the bow prefab (!)
fixed spinner placement hovering
Fixed viewmodel Z scale of 0.7 causing iron sight offset (bow + crossbow)
Presumably fixed vending machines sometimes breaking when placed in doorways (RUST-1574)
Fix missing silencer attach audioclip ref
fix for NRE when applying sign update after sign was destroyed
added small refinery to both harbors
Fixed editor-only black or glowing water artifacts at certain resolutions
Removed redundant potential hw mip generation on some render textures
Render texture script api call changes for forward compatibility
fixed spinner wheel occlusion
fix for map drawing not loading properly
Foliage wind anim support for mesh batching
Bolt rifle world model re-creation
Fixed OnSendNetworkUpdate not being called when an entity has no subscribers (for EntityFlag_Toggle, RUST-1567)
Enabled entity pooling on furnaces, campfires and light sources
Enabled pooling for decorative entities (rugs etc)
Shelves use DecorDeployable and support pooling
Enabled entity pooling for sleeping bags
Enabled entity pooling for tool cupboards
Added fuzz mask option to cloth shaders
lowered cost of netting
stuck objects/decals on spinner actually spin
Double barrel shotgun world model re-creation
binoculars fbx changes, LODS & fuzz
binoculars viewmodel / worldmodel prefabs
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Fixed viewmodel bob looking odd (from the optimizations)
Encode instance position offset into texcoord1 on batched meshes
Fixed global aniso not set with default cfg/convar
fix for viewmodel clipping when FOV is changed
fixed some clipping problems on some of the viewmodels when ironsighting
Minor fix in WorldSpaceGrid.GridToWorldCoords
Update plant skin parameters after instantiating the skin (pooling)
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Mesh building optimizations
Enforce caching of the mesh from procedural foliage placement in the main thread
Foliage batching cells are as big as the old grass cells
Furthest foliage cell is correctly forced to lowest LOD
revolver world model re-creation
Added player and npc ragdoll culling
changed ansio settings for several viewmodels to make textures look sharper on viewmodels