127,415 Commits over 4,109 Days - 1.29cph!
Hotfix for the death loading hang.
Train track biome tinting + some albedo brightness tweaks
Maybe fixed the occasional red error text.
Fixed players blur visible behind walls; affecting MB and TSSAA (RUST-1206)
Fixed several "Cannot play disabled audio source" warnings
Enabled sound pooling by default on 64bit systems
Fixed stretched river flows in hapis island (RUST-1036)
Moved other savas to its own bundle.
Added ResetState to BaseNetworkable (meant to reset entity to instantiation state)
Added pooling support to storage containers and doors
Deprecated TerrainPaint script
Craggy fixed.
Standard Savas runs.
LR300 ass rifle viewmodel / worldmodel prefabs + sounds
Improved skin brdf sss quality by fixing omission; touched relevant shaders
made some code changes to allow the LR300 to hide the ironsights when a holosight / scope is attached
Fixed missing building block placeholder mesh on pooled building blocks
Added maxreceivetime convars for pool testing
Load balanced destruction of all client side combat entities
Optimized entity realm list access on both client and server (FindInGroup + GetEnumerator)
Updated lighting prefab for monument scenes with latest camera / skydome
Savas:
Loot chests are not empty half the time.
Added all weapon augments to the loot tables.
Loot shacks are done gazing at the sky.
Added double barrel shotgun and M249 to the tier 3 loot.
Medishacks spawn twice as many crates.
Medishacks also spawn food crates.
Food crates don't spawn rotten crap.
Probably forgetting something too.
tightened up the animations on the LR300 reload / deploy
added a new reload animation for LR300
tweaked the sights on the LR300 so they sit lower and line up better
Some changes for more accurate profiling
Deferred entity destruction tweaks
Slight brdf optimization for the skin case; ajusted subsurface normal max lod and compensated a few skin materials
Improved handling of skin deferred surface scattering, paving the way for free generic thick transmissive surfaces (wax, rubber)
Cleaned up shader code, paving the way for upcoming hair shader
Nuked deferred reflections shader
Building entities have higher destruction priority than other entities during deferred destruction
Building block skin pooling is also load balanced
lr300 item/icon
lr300 vm cleanup
fixed uncraftable items reducing costs of other items in same tier (some items are now more expensive xp wise)
can pick up sleeping bags and re place them
phrases
bed pickup disabled/NRE Fixed
protocol++
Fixed server duplicate key exception