127,296 Commits over 4,109 Days - 1.29cph!
Reduced maximum time per frame to use for clientside network message processing some more
EffectRecycle optimizations
Updated ironsights to use new system (so some of them might be wrong)
Updated standard and speedtree shaders with latest changes
Renamed Rust-Deferred to Internal-Deferred (default)
Removed Mono.Cecil.dll (seems to be included now)
Updated Mono.Cecil.Mdb.dll to latest
Tweaked quality settings: Simple to 1/2 res textures, Fast to 1/4 and Fastest to 1/8
Updated current version
Moved water depth and post opaque to CameraEvent.BeforeReflections (deferred)
Tweaked underwater terrain spec/refl occlusion
Added projectsettings analytics stuff that 5.2 keeps generating
updated overlay_bleeding maps.
Added ghetto-ass support for normal mapped screen overlays
Fixed server compile error
updated overlay_bleeding_height map to Petur's superior version.
Viewmodel fixups, unification
Water treatment plant, early work
Reload sounds from other players are audible.
Tweak crossbow reload sounds to match updated animation.
removed footstep fx from concrete/dirt/forest/grass/metal/tundra/wood but left the prefab so triggers still sound.
added stone mesh particles to replace sprite sheet.
removed alternate impact blunt fx's
Fixed Mono.Cecil shenanigans
Deferred decal updates for 5.2
Deferred decal support for deferred reflection probes
Deferred decal support for SH9 ambient light
Deferred decal support for emission maps
ProjectVersion and ProjectSettings updates
PVT: fixed addressing when using certain non-square caches
PVT: fixed bug in lod computation causing low res mips up close
PVT: switched back to rendering diffuse and normal pages in single pass
PVT: adjusting virtual texture size (and re-init) on quality level change
PVT: fixed virtual texture size computation in low-res quality modes
SpeedTree update script fixes
Entity attachment positions
Projectile prediction tweak
ST: reverted billboard vface compensating for inverted orientation
ST: updated all materials
Explicit case for fake projectiles with a penetration power of 0
Fixed NRE in projectile prediction if non-authoritative
Added clientsideEffect and clientsideAttack flags to projectile (for non-authoritative projectiles)
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Missing collision component on trainyard1
Progress on water treatment plant
Extended the sewers greybox set
Water filtering tanks greybox's
Strairs overhang/catwalk greybox
SpeedTree asset tools support multi-selections
Fixed EffectRecycle lifetime calculation
PVT: forgot to touch the standard terrainblend shader; fixes tiling issues
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Projectile tracers no longer disconnect from their parent one frame too soon
ScreenOverlayEx takes light intensity into account
Fixed a gazillion missing ST textures, rebuilt their materials a few dozen times for fun
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Slight left/right panning on local player footsteps
Electric buzz sounds for petur