31,219 Commits over 3,928 Days - 0.33cph!
Building block skin pooling is also load balanced
Building entities have higher destruction priority than other entities during deferred destruction
Slight brdf optimization for the skin case; ajusted subsurface normal max lod and compensated a few skin materials
Improved handling of skin deferred surface scattering, paving the way for free generic thick transmissive surfaces (wax, rubber)
Cleaned up shader code, paving the way for upcoming hair shader
Nuked deferred reflections shader
Deferred entity destruction tweaks
Some changes for more accurate profiling
tightened up the animations on the LR300 reload / deploy
added a new reload animation for LR300
tweaked the sights on the LR300 so they sit lower and line up better
Optimized entity realm list access on both client and server (FindInGroup + GetEnumerator)
Load balanced destruction of all client side combat entities
Added maxreceivetime convars for pool testing
Fixed missing building block placeholder mesh on pooled building blocks
made some code changes to allow the LR300 to hide the ironsights when a holosight / scope is attached
Improved skin brdf sss quality by fixing omission; touched relevant shaders
LR300 ass rifle viewmodel / worldmodel prefabs + sounds
Deprecated TerrainPaint script
Added pooling support to storage containers and doors
Added ResetState to BaseNetworkable (meant to reset entity to instantiation state)
Fixed stretched river flows in hapis island (RUST-1036)
Enabled sound pooling by default on 64bit systems
Fixed several "Cannot play disabled audio source" warnings
Fixed players blur visible behind walls; affecting MB and TSSAA (RUST-1206)
glsl workaround for rivers
Added a few innocuous workarounds for glsl challenged drivers (glcore); touched relevant shaders
Nuked terrain dummy addpass
Added biome tint mask property to rust/std and rust/std decal shaders
Merged back deferred mesh decals
Optimized ragdoll update visibility bounds with distance-based update freq; moved to optimize animator
Deferred mesh decal rollback
BuildPrefabs: Try moving a file 10 times before failing
Fixed decals not working properly on build
Deprecated LightCloneShadow hack + removed script + updated skydome prefab and shaders
Fixed mesh decal zwrite and blending modes
made a buch of things researchable (like doors/ladder hatches) that weren't before
moved most barricades to common/uncommon tier (instead of rare)
reverted hitmarker sound (sorry @alexr!)
removed darkening on holosight lens
fixed candlehat/minerhat not being visible in first person
Updated remaining (hopefully) structure prefabs to mesh decals
Hopefully fixed a case where the player view direction was not shown correctly to clients (RUST-1154)
Remaining materials to mesh decals
Updated parts of water plant, satellite dish, powerplant, warehouse, airfield to mesh decals
Updated a few prefabs and materials to the new mesh decal workflow
Fixed some camera related errors in decal mesh renderer