31,208 Commits over 3,928 Days - 0.33cph!
Removed some unused garbage
Removed legacy fog modes from all release scenes & shader stripping
Stripped legacy fog from procmap benchmark scene (perf experiment)
Sleeping anim .meta change
Some scattering and fog fixes
Touched water shaders
Fixed warning in rust/std cloth shader
Added fog benchmark
Removed fog from rain benchmark
Fixed rust/std blend layer shader compilation errors
Added "Apply Vertex Color" option to some rust/standard shaders; multiplies v.color rgb by albedo base (std, std-spec, cloth, cloth-spec, skin, terrain-blend)
Removed keyword used in "Apply Vertex Alpha" and switched to alu instead
Fixed NoAmbience benchmark using rain weather settings
Forced ambience convar setting in benchmarks
Fixed that the door animation was stopped one frame too early (RUST-559)
Fixed regression that sometimes skipped entity linking when placing building blocks
Some door code cleanup to narrow down RUST-559 & RUST-793
Entities send network update if their slot is set on the server (fixes some weird situations, mostly regarding doors & locks)
Updated start pose of wake up anim
Lifted sleeping pose to fix looting exploit
waterbarrels prevent building fix
can drink last 50ml from bota bag
Re-added ambience & warmup benchmarks
Call SetHierarchyGroup in standalone too
Fixed another UpdateLookingAt performance issue (RUST-653)
Hit tests can specify whether or not multiple hits on the same skinned mesh collider should be returned
Restart calls quit after timer reaches zero (to guarantee consistent behaviour)
Merged ambience & warmup benchmarks to main
Added procmap.pvt benchmark (should this be enabled by default, or should we get rid of it)
the player now holds the guitar properly in 3rd person
perf 6 displays async task status
Handle out of range AmbienceEmitters in AmbienceManager.Tick instead of OnCullingGroupChange (more reliable + better CullingGroupSendEvents perf)
Building block despawn optimization (when leaving network groups)
Slight tweak to out of range AmbienceEmitter deactivation
Fixed missing icons on small furnace
Ensure AmbienceEmitters always fade out on deactivation
Don't defer player model instantiation (RUST-819, RUST-825)
Fixed memory leak / performance drop-off in ParticleEmitFromParentObject
Enabled ocean tesselation in water q=1
Added graphicsDeviceType to hardware info, so we can bucket based on dx9/dx11/opengl etc
Fix RUST-580 - Able to loot/kill and see players and some deployables underneath sheet metal floors
Added detail map to Furnace materials
Fix for RUST-503 - See through joining gap - armored floor/ceiling on low settings (LOD)
Fix for RUST-572 Ladder Hatch appears closed from short distance
Fixed BasePlayer.OnSignal being able to NRE (which disconnects players)
metabolism changes, lose calories slightly slower when harvesting