32,083 Commits over 4,018 Days - 0.33cph!
Fixed airfield monument crashing the world generation on some seeds
Merged prerelease into main
Added pooling support to renderer and collider batching
Added pooling for the conditional models of buildings
Terrain + terrain-blend shader (non-pvt) optimizations; up to 2x faster on max settings
Changed parallax step adjusment from mip to distance + view vector
Touched all rust/std shaders
Added support for registering any game object as a prefab at runtime (so we can pool runtime-generated objects)
Deprecated brdf-embedded cloud shadows (move to shadow/post)
Reduced reflectance micro-occlusion to 3% of range (closer to unity baseline)
Merge from prefab_pooling_2 (for testing, disabled by default)
fixed boltrifle cycle animation taking too much screenspace when ADS
fixed thrown melee weapons dropping to ground for other viewers RUST-1420
added the skintag to the bolt rifle viewmodel (custom skins should work on it now)
tweaked the bolt_rifle animations; also adjutsed the sound timings to match the animations better
fixed ironsights on bolt rifle
fixed attachment points on bolt rifle
Fixed ambient light adjustment inside player buildings being reversed
Deployable component is now prefab attribute (stripped from instances, reduced memory usage)
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Deployable placement sounds
Only log building privilege warning if developer > 0
planner sprint added to player anim controller
map/planner world player anims
map & planner prefab updates
Fixed grass shader when temporal alpha to coverage is disabled
smoothed out rear sight on lr300 viewmodel; fixed some clipping issues with lr300 animations
bolt rifle disabling Ironsights when cycling the bolt
made the LR300 rear sight more large so it's easier to aim down sights
redid all the bolt rifle viewmodel animations (deploy/attack/reload).
added worldmodel script to map.worldmodel prefab
Fixed legacy opengl and d3d9 compilation errors
Renamed dither mask keyword to temporal alpha to coverage
Improved taa filtered dither mask; for vegetation, hair, fur
Deprecated dither opacity mask; now alu based
Tweaked grass alpha multiplier
don't force changes to all EffectRecycle component unless length differs by more than 0.05
muzzle brake adds less of an aimcone penalty
Fixed bumhead and other skin-related lighting issues
Hacked around UI canvas overhead on grass displacement camera
correct collider setup for weapon mod worldmodels
Added map worldmodel, lods, correct folder structure, set holdtype & model drop
speed up the pistol/revolver deploy times even more (it now takes 0.5 seconds to whip out your pistol)
adjusted the deploy times on the pistol/revolver prefab so they match the animation
modified the deploy animations for the pistols/revolvers so they're much quicker
Correctly apply ambient multiplier at runtime
Only log gib warning if developer > 0
Reduced GC from gibs
Updated all CSProj pre and post build tasks to MSBuild syntax (platform agnostic)
seperated flameturret base from the top; top can now rotate!
small sound recycle tweak