127,965 Commits over 4,109 Days - 1.30cph!
Trying to get rid of phantom overhead; got rid of some Camera.main and Profiler.Begin/End calls
Replaced nearly all runtime Camera.main calls with MainCamera.mainCamera
tech tree:
- draw icons
- don't drag recursive unless shift etc down
Time of Day update (directional scattering occlusion, cloud coloring parameter)
Fixed a number of issues with the cloud billboard textures
Reapplied sky reflection hack to atmosphere shader
Make sure all in world ambience emitters are flagged as static
Update AmbienceEmitters from AmbienceManager so we can leave emitter scripts enabled and use OnEnable to update emitter positions when pooling
Updated backend shader code to b14 (tiny changes)
Merged-in shader changes from main
Removed emission from rust/terrainblend to fit sampler limit
Shuffled terrain pvt fetch code to fit within temp register limit
Merged-in water changes and optimizations from main
perf 5 displays frame time
Fixed options opening with wrong tab selected
AmbienceManager update tweaks
Driftwood no longer spawns on rocks
Merged perf shit from main
reduce ambience emitter activation range a bit (better perf in areas with dense foliage)
merge into main
protocol++
loot tables + manifest + item costs (bucket/barrel)
Merged-in terrain shader shuffle/cleanup from prerelease
More water code cleanups + micro opts
Touched a few shaders just to be sure
Fixed compilation warning
waterbucket disconnect fix
Increased client per-frame message processing time
Fixed water/shore bug introduced in
14228
More compilation warnings
Don't evaluate neighbour entity links until they're used
Log entity linking progress on server startup separately from the stability support initialization
Fixed camera depth mismatch affecting scattering on transparent surfaces
Fix for q1 parallax artifacts on steep rocks (#755)
Touched ocean and river shader
Fixed pp scattering dx9 shader compilation error (#781)
Fixed pp scattering mask uv addressing in d3d9 (#781)
fix for water barrels not destroying with foundation
Fixed building block placeholders being visible for a short time when placing a building block
Disabled far splats on terrain blend shader (affecting rocks/cliffs) on both d3d9 vs d3d11 to test perf discrepancy
added animations for the flamethrower's fuel gauge
Removed some building block overhead when entering a networking group
Tweaked client cycle time
Tweaked client cycle time (done with testing)
Load balancer per-frame time curve tweaks
Clutter layer updates (RUST-772)
Added clutter layer toggle to F1 dev tools
Tree entity client skin instantiation is load balanced
flamethrower implementation
building block balance
fireballs can merge