116,225 Commits over 3,987 Days - 1.21cph!
Fixed pickup menu difficulty
Fix for RUST 1515 - Stuck between boxes and recycler at warehouse
Scene2Prefab warehouse
Enabled Vulkan Graphics API
Soft shadows now allowed from GQ=2+
Item store auto pricing (based on age)
Fixed stone hatchet invisible in workshop
Fixed the complete mess of our loot prefabs, added proper culling for everything
Network++
Fixed lootpanel missing references
Fixed that some small static rocks were never culling
plant entity profile samples
merge into main
protocol++
water properly increases plant yield
added new purple box (simple tools, armor and weapons) to junkpiles, mainly found at vehicles
increased oil barrel yield but decreased oil barrel spawn frequency
made ceiling lights brighter
reduced cost of water bucket
fixed a bunch of plant growth issues
can add water to planters for increased yield
added black loot box
ceiling lights no longer turned off by water exposure
Merged latest occlusion culling with infinite sparse grid
Removed static decor from culling
Fixed landmine_explosion prefab being fucked up and breaking when pooled (smoke_1 and smoke_2 warnings)
Progress (backup checkin)
A lot of the values on BasePlayer don't need to be serialized (I don't know if that saves us anything)
Made ragdoll movement non jittery
Truck polish and optimization
Added a new junkpile containing the wrecked truck
Manifest
Truck variants LODs/COL/Prefabs
Truck wreck models/LODs/COL/Prefab
cherrypicking truck variants
Crossbow lod optimisation
Prefab fixes
folder cleanup
Don't add the skinned mesh colliders to the local player
Removed rigidbodies from the player_collision and player_model prefabs (perf test)
Removed collider and rigidbody from the player_preview prefab
decaying corpse flies no longer visible at night
increased view distance of hat/riot helmet/pumpkin
removed cloth cost from wood armor
plants grow faster in sunlight, even faster under ceiling lights
Subtracting changeset
18195
Baseline (backup checkin)
Fixed allocation leak in Proto.CopyTo
Fixed allocation in eyes.FrameUpdate
Fixed allocation in Network.Client.Cycle
Fixed HUD not showing in editor
Fixed allocation in SendClientTick
Fixed allocation in BuildInputState