127,187 Commits over 4,109 Days - 1.29cph!
Water2 parity changes from before; improved distant fog
Fixed skin ambient lighting
Fixed invisible collectables (placeholder models)
Fixed using blueprints as ammo
Large water catcher is researchable
Don't receive voice chat when dead
Removed some un-needed errors
Building deployable prefabs
Generic deployable prefabs
Retired LODBatch (use RendererBatch)
Scripts can declare that they handle batching (IBatchingHandler)
Include mesh upload time in load balancing considerations
Print command line during bootstrap
Command line -connect test
Added dithering to water atmospheric scattering calcs; solves scattering mismatch closer to the horizon
Tweaked/fixed water border rings
Skip LODs that use multiple submeshes (for now)
Batched mesh readonly fix
MeshCull plays nice with batching
Water specular and smoothness control (doesn't affect SSR)
Updated water and river materials
Automatic batch splitting when vertex count limit is reached
Compile fixes (CLIENT / SERVER)
sidewalk textures
final road models (still needs a LOD pass)
dungeons tweaks/updates for roads
Fixed seams in foam noise texture
More foam options; parity
Fixed error spam on connect
Dummy LODBatch script (to fix warnings without messing with Vince's changes)
Fixed issue that could force LOD0 to always be visible
Implemented goosey's holosight model
Implemented goosey's silencer model
Semi_Auto Rifle : shortened the blend time between reload --> idle ( fixing the weirdness that occurs when player goes into ADS after reloading)
semi auto rifle does less damage but bullets move faster
player uses updated skeleton, more even damage scalars
semi auto clipsize changed to 16
bullet speed reduced
damage slightly increased (roughly 25 per shot)
RUST-449 - Fixed broken path to pipe colliders
Updating greybox meshes to have proper ground UVs
train wagon greybox UV update
SSR early out on occluded water pixel
Simplified player colour skin lut
Switched to analytic preintegrated skin/sss brdf approximation; added curvature; fixed subsurface normal not getting detail layer; tweaked materials
Moverd skin shader back into deferred path (had to remove fuzz)
Touched all shaders using rust/standard brdf