32,159 Commits over 4,018 Days - 0.33cph!
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
Drop default music volume a bunch
Enable music by default
Add console vars to set gap between songs (music.minSongGap and music.maxSongGap)
Reduce default gap between songs
Start music when intensity is raised and no music is playing
Don't play songs if music volume is turned down all the way
Nuked deferred reflections; saved ~1 ms/frame on gtx 960 at 1920x1080
Moved base deferred pass indirect spec to main/directional deferred lighting pass
Force disabled reflection cube projection and blending for that extra bit
Touched all affected shaders
double barrel shotgun viewmodel animations + sound effects
Grenades can be dropped with right click
When looking at constructions, grenades are attached to them when dropped with right click
Network++
Adjusted some throwable damage types to be the same as for their corresponding melee strikes
Thrown items lose condition on impact and break when their condition is zero
Thrown items no longer randomly break and disappear (only break when their condition is zero)
Twig building tier takes damage from arrows
Safe exchange shopfront models/LODs/Gibs/COLs & Prefabs