31,218 Commits over 3,928 Days - 0.33cph!
added satchel charge
protocol++
halved crafting time for ladder, bed, campfire, ceiling light, cupboard, bow, crossbow
Changed how armor absorbs damage (so clothing and armor correctly add up)
Pressing R rotates placement guide of objects (WIP, can do more cool stuff with this)
Network++
Added ammo type to combat log
Projectile AH improvements
Network++
Unity 5.4.0f3, parallel building again
Can once again sprint while reloading the crossbow bringing it in line with other projectile weapons
Disabled terrain shader uvmix/far-splats unless pvt is enabled
Enabled uvmix/far-splats on terrain-blended meshes when pvt is enabled
Increased timeout minites to 20
Merged sharpen and vignette into one effect; 30% faster (0.15ms)
Builder, attempt to detect freezes
Added a downsampled source toggle to our custom bloom; made it 25% faster
Added bloom debug option
Fixed layer toggle with no name in F1 tools
Nuked SENaturalBloom from third-party since we're only using the dirt textures on our custom bloom
Tweaked motion blur default sample counts to low=8, med=16, high=32; switched to med by default to save 20%
Added non drawing graphic for imageless raycast ui
Updated HUD to skip drawing of invisible fullscreen quad; saved ~0.1 ms
PositionLerp and BoneFollower no longer conflict with each other on parented entities
Projectiles can be picked up immediately after they hit something
Fixed revz not default to 1 when client cfg is missing
satchel charge model, materials and textures
changed beancan material values
Attempt at fix for TSSAA flickering while changing items (RUST-1186)
combatlog correctly displays the latest 30 entries (use combatlog 100 until this is live)
Fixed broken Hapis lake waves (RUST-1178)
Added proper lake support in water2; dedicated material, etc
Added edit-time placeholder river+lake materials to hapis
Unity launch vars, the same as old builder
Cleanup bundles folder properly when building
Fixed potential issue with commandbuffer ordering
Fixed twig strong side not receiving any damage from arrows
Benchmark scenes force Random.seed to be identical on every run
Fixed duplicate colliders on some picture frames (RUST-1184)
Fixed glow around player preview (RUST-1179)
Converted player_preview lights to spot instead of direct
Added SMAA to player_preview
Improved skinned mesh collider performance by doing a trivial reject against the mesh bounds
Removed metal shopfront item (not ready for prime time yet, subtract this when it is)
Grenade wall placement uses spherecast, less range
Fixed projectiles very rarely breaking / sticking with break / stick probability of zero
Grenades don't do splash damage to constructions when attached to construction (balance, exploits)
Added combatlogsize server convar