31,219 Commits over 3,928 Days - 0.33cph!
Added grass displacement toggle to graphics options
Reduced resolution of coarse terrain height and slope maps
Fixed all grass appearing displaced with grass displacement disabled (for real)
Fixed foliage displacement NRE when leaving server
Fixed all grass appearing displaced with grass displacement disabled
Exposed high resolution terrain height and slope maps to shaders
Grass displacement now also works on big maps
Fixed DX9 white player in player preview (RUST-1294)
Fixed pvt not disabled in lowest shader levels
Potential fix for crashes when switching servers (RUST-827)
Updated native binaries: added dev request cancellation
Added shader parameter for displacement height to grass shader + material
Retired displacement layer (no longer needed)
Moved deferred decals to rendering folder
Full grass displacement rewrite (now faster and better looking, disabled by default for further testing)
Fixed surface dimensions mismatch error when resizing viewport
Fixed spec/metallic blend layer toggles not activating keywords
Merge from ambient_light_volumes
Added first version of rust/std 4-way blend shader (RUST-1284)
Removed some more legacy shader params; cleanup
Disabled terrain quality affecting shader lod; keep shader level as master LoD control for consistency between terrain and objects (RUST-1280)
Fixed miner's hat and candle hat not working after initial use (RUST-1301)
made the SMG ironsights more precise (easier to aim)
Fixed editor-only deferred mesh decal code intefering with in-editor profiling
Nuked some editor heap allocs in terrain texturing
Fixed warnings in climate
Fixed player mesh rigging sometimes being temporarily corrupted
Added print_rigcache console command
Fixed NRE when trying to rotate building block after it was destroyed (RUST-1299)
Fixed OptimizeAnimator renderer set clear
Fixed NRE when trying to upgrade building block after it was destroyed (RUST-1298)
semi auto pistol damage reduced to 40 (was 50)
Reduced the effective combat range of pistol ammo slightly (from 80 to 60)
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More logging for rig bone caching
Fixed OptimizeAnimator never clearing its renderer set (breaks player mesh pooling)
Fixed rig error when prefab pre process is being called twice
Fixed some issues with player pooling (introduced by moving stuff to pre processing)
Fixed campfire and furnace particle effects playing on spawn
All explosions have their own unique sounds now
Fix a bunch of explosions having a second c4 sound on one of the smoke particle objects
General explosion sound polish
old bone armor no longer drops
Moved more SkinnedMultiMesh stuff to prefab preprocessing
Forgot to include two files
Applied the optimization of OnParentDestroying to OnPostNetworkUpdate and OnSendNetworkUpdate
Optimized SkinnedMultiMesh GetComponentsInChildren calls
Optimized SkinnedMultiMesh LODGroup stripping
Experiment: Alternative to BroadcastMessage.OnParentDestroying