127,297 Commits over 4,109 Days - 1.29cph!
Merge from save115
HapisIsland, procedural generation and dungeon updates
Overflowed large furnaces shoot items out of its chimney
Reset building priv flags on die/spawn
Billboard trans texture size (sorry guys)
initialize conditional models on server start again
Automatically writecfg after changing vars in the console/binding keys
Fixed screen space normal texture frame delay when coming back from lower quality levels
Saved one grab pass in ocean depth pass cmd buffer
Fix for RUST-654 (turret roof exploit)
Undone
13766 (fixes weapon mods)
Reverted grab pass save; overlooked something
Fixed cheat reporter setting reporting player's entityid instead of steamid
fix for decay reset when repairing
Fixed escalating load times on larger maps
Added quad rasterizer to base terrain map class (rasterizes two triangles in a single pass)
Fixed dx9 inverted normals / broken reflections and ps_2_0 related errors
Switched to using post-opaque as depth target during water depth pass
Terrain triggers are now on appropriate layer for all dungeons
Prefab adjustments (rock_small)
fix for heli not doing damage in some situations
Clutter rocks are clientside decor (perf, collider count)
MaterialSetup can be pooled / used on dynamic decor
Fixed shader related black river bug
Fixed water camera NRE
New stone, sulfur and metal ore world pickup models
Linux server console error
Player viewmode flag override for bawng
Fixed legacyGL/Linux water shader compilation errors
Fixed broken water SSR on GLcore/OSX
Fixed Physics.IgnoreCollision performance regression on certain hardware
It's the return of the tree stump! -wood pickup model
Fixed missing airfield wall colliders
Slight changes to sewers drain colliders
Fixed river mesh shading in low quality modes
Fixed terrain parallax occlusion mapping on legacyGL/Linux
Fixed black cargo plane trails on legacyGL/Linux
Added forward path to speedtree shaders
Disabled deferred path on billboards to allow turning off shadow receive
Added "Decal Shadow" toggle option to Rust/Standard; allows fade/transparent mesh decals to receive shadows from main light
Reverted road_decals to previous
Fixed PVT-version of terrain parallax occlusion mapping on legacyGL/Linux
Fixed missing decal shadow shader property error in some Rust/Standard based materials