31,204 Commits over 3,928 Days - 0.33cph!
Decor components only apply scale adjustments to client entities since pos and rot are networked (RUST-771)
added bone info component with old values to playermodel
Use a tiny radius when doing the interaction point line of sight check (RUST-784)
Automated benchmark framework
BoneFollower also checks parents of parents when determining enabled state (RUST-794)
BoneFollower is also enabled if parents are animating (RUST-793)
Fixed deployment of boxes on shelves being annoying
pilot light always on
flamer loses condition
updated flamer desc
stone is once again affected by heat
compile fixes
flamethrower 3p sound fixes
fireball merge fixes
AmbienceEmitter doesn't fade in quite as fast when there's no sound currently playing
fix for ammo going below 0 for flamethrowers
fix for being able to fire before deploy is complete (flamer)
slightly more forgiving flame merge range
Removed LODGrid.Register
LOD grid verifies LOD distances against the max grid refresh distance
Tree and mesh qualities once again affect culling distance (RUST-787)
BoneFollower is disabled when following non-moving entities (only set position when updating parenting in that case)
Greatly reduced per-frame overhead caused by BoneFollower (especially around large buildings with tons of doors)
Eyebrows on all heads
Asian male variation
Fixed per-vertex depth computation for scattering on transparent surfaces; cause for black river sections up close
Tree entity client skin instantiation is load balanced
Added clutter layer toggle to F1 dev tools
Clutter layer updates (RUST-772)
Load balancer per-frame time curve tweaks
Tweaked client cycle time (done with testing)
Tweaked client cycle time
Removed some building block overhead when entering a networking group
added animations for the flamethrower's fuel gauge
Disabled far splats on terrain blend shader (affecting rocks/cliffs) on both d3d9 vs d3d11 to test perf discrepancy
Fixed building block placeholders being visible for a short time when placing a building block
fix for water barrels not destroying with foundation
Fixed pp scattering mask uv addressing in d3d9 (#781)
Fixed pp scattering dx9 shader compilation error (#781)
Touched ocean and river shader
Fix for q1 parallax artifacts on steep rocks (#755)
Fixed camera depth mismatch affecting scattering on transparent surfaces
Don't evaluate neighbour entity links until they're used
Log entity linking progress on server startup separately from the stability support initialization
More compilation warnings
Fixed water/shore bug introduced in
14228
Increased client per-frame message processing time
waterbucket disconnect fix
Fixed compilation warning
Merged-in terrain shader shuffle/cleanup from prerelease
More water code cleanups + micro opts
Touched a few shaders just to be sure
loot tables + manifest + item costs (bucket/barrel)