32,083 Commits over 4,018 Days - 0.33cph!
Clear LOD group when clearing player mesh (should fix duplicate LOD group warning with player pooling enabled)
Fixed onInventoryChanged event being called every time a shot is fired
Merge from player_pooling (disabled by default)
Fixed onInventoryChanged event being called for every player
Replaced BasePlayer.LocalPlayer with LocalPlayer.Entity
Replaced GlobalMessages.onInventoryChanged.Call with LocalPlayer.OnInventoryChanged
Only initialize door animators if required when leaving the pool
Merge from cs
16176 damage control branch
Entity destruction priority fix
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tweaked the skinning on the viewmodel arms so they look more natural when the wrist twists
tweaked the lr300 reload animations
Fixed server duplicate key exception
bed pickup disabled/NRE Fixed
protocol++
can pick up sleeping bags and re place them
phrases
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