31,220 Commits over 3,928 Days - 0.33cph!
Moved water scrips from 3rdparty to scripts/procedural/water
Moved water resources and materials to content/nature/water
Moved water shaders to content/shaders/water
Renamed WaterEx component to Water
Fixed WaterVisibilityTrigger compile error when set to SERVER in the editor
Added support for mesh renderers to wearable pooling
Fixed pumpkin not shown on player after initial use (RUST-1340)
Forcing half res height/slope map until we have decent quarter res precision for foliage displacement
Fixed moon darkening on the horizon; less hacky way to handle the revz case
Fixed players blur visible behind walls (RUST-1341); regression triggered in
16732
Fixed moon rendering black to reflection probe
Player model footsteps refresh their player reference when taken from the pool (fixes issue with pool.player_model enabled)
Disabled some new elements of player pooling to fix missing footsteps, weapon world model issues
Ran scene2prefab to fix missing materials
Added more rocks around lighthouse/ network ++
Guitar viewmodel
worldmodel + LODS (now drops model instead of burlap sack)
folder now setup in line with other items
Fixed water overbrightness due to background fog
Fixed underwater rendering
added gibs to the vending machine
changes to vending machine
Added padding to environment volumes to fix tiny gaps when placed by hand
Merged lighthouse fixes from dungeon_art_3
Stricter flyhack detection (RUST-1320)
Fixed players appearing with wrong name tag (RUST-1331)
Added collider_capacity and renderer_capacity convars (limit the vertex count of collider and renderer batches)
Autoturret can now only hold 556 ammo instead of any item
Erased all traces of the old garbage bone armor
phrases/loot/manifest
protocol++
merge into main
Fixed river overlap-related reflection issues (RUST-1330)
Tweaked shore alpha fade water material params; touched relevant water shaders
Disabled water vis trigger for update/wipe; not server ready yet
flame turret with textures, materials, gibs, col, prefab etc
Fixed water-related DX9 half screen darkening issues across all gpu models (RUST-1322)
Fixed DX9 broken motion blur on AMD R9 (possibly others)
Fixed DX9 broken water reflections on AMD R9 (possibly others)
Fixed water vis trigger handling non player objects + potential timestamp collision
Netgraph can only be used by admins and developers (RUST-1327)
Fixed potential NRE in FootstepEffects
Fixed box collider of local player being enabled after respawn (forcing player in random directions)
Merge from dangerous_optimizations
Saved redundant fetch+sampler in a few water related passes
More water displacement on slighly inclined terrain
Skip adding the CL entity name prefix if the game object name already contains it
Added foliage displacement debug (via terraintexturing)
Fixed unlit campfires hurting players after server restart
made a slight tweak to the semi-auto rifle's iron sight alignment
Fixed viewport resize breaking water when reflections are enabled
Stone gate gibs are no longer the incorrect wood gate ones
Optimized BaseEntityChild.Setup