108,190 Commits over 3,867 Days - 1.17cph!
Quick cloud fix for outdated AMD firepro drivers on glcore/windows
Added rust/stdwire shader to replace custom/wire; powerline cables now cast shadows
Removed deprecated conditional defines
Nework decay timer to client as well
Pause load balancer while a ton of network packets have to be processed (perf + RUST-836)
Fixed viewmodels spazzing out for one frame when deployed
fixed the player_model to use the proper animation controller
tweak the playback speed for some animations
fixed sleeping orientation so it aligns with terrain better
fixed bug with players popping from stand up --> sleeping pose as soon as you walked close to them (the animator was disabled)
added footstep sounds to all the sprint animations
fixed looking into fishtrap resetting timer
fishtrap traps faster
pivot orientation was reset on fishtrap gibs
Fix rain surface ambience not playing
Current entity decay state saves and loads on server restart
Decay uses less memory on the server (meaning we can add it to everything)
Building block decay correctly resets when fully repaired
Changed default Standard and Standard spec override shaders to std/rust path
Updated main camera component
Updated the fishtrap size (-25%)
Fishtrap models, LODs, COL, Gibs and textures
Icon update, prefab update
Disabled dynamic non-uniform scaling on cliff meshes (physics system regression made this very slow)
Network++ (dev servers might warn when loading a save, but no forced wipe)
Disabled HitInfo.MultiHit by default (faster hit sorting, not required with projectile penetration on players disabled)
Fixed metal facemasks not always protecting against headshots (RUST-849)
Fixed speedup when moving diagonally
Fixed NoShadows benchmark
merge from main/mix-polish
Mix improvements, lots of sound polish, more variations for a bunch of common sounds, etc, etc
human meat is salty
charcoal stacks to 1000
added fishtrap and fish
reactive target is cheaper and resets on its own after 6 seconds
improved the walk/jog animations to look more natural
fixed a bunch of animations that were missing events (footsteps / jumping / wounded/ etc)
Switch to reverse-z quasi-log to avoid depth write; should be virtually perf-cost free now
Got everything working except two non-rust/std standard shaders still used in weapons
fixed sentry not targeting some items in peacekeeper mode
Updated procmap benchmark scene to latest world generation
Added extra collider mesh for metal facemask
Fixed standalone compile error
Updated sleeping anim to previous raised version