33,182 Commits over 4,109 Days - 0.34cph!
Added new weapon mod world models to bundles
Network++
small sound recycle tweak
seperated flameturret base from the top; top can now rotate!
Updated all CSProj pre and post build tasks to MSBuild syntax (platform agnostic)
Only log gib warning if developer > 0
Reduced GC from gibs
Correctly apply ambient multiplier at runtime
modified the deploy animations for the pistols/revolvers so they're much quicker
adjusted the deploy times on the pistol/revolver prefab so they match the animation
speed up the pistol/revolver deploy times even more (it now takes 0.5 seconds to whip out your pistol)
Added map worldmodel, lods, correct folder structure, set holdtype & model drop
correct collider setup for weapon mod worldmodels
Hacked around UI canvas overhead on grass displacement camera
Fixed bumhead and other skin-related lighting issues
don't force changes to all EffectRecycle component unless length differs by more than 0.05
muzzle brake adds less of an aimcone penalty
Improved taa filtered dither mask; for vegetation, hair, fur
Deprecated dither opacity mask; now alu based
Tweaked grass alpha multiplier
Fixed legacy opengl and d3d9 compilation errors
Renamed dither mask keyword to temporal alpha to coverage
added worldmodel script to map.worldmodel prefab
redid all the bolt rifle viewmodel animations (deploy/attack/reload).
made the LR300 rear sight more large so it's easier to aim down sights
bolt rifle disabling Ironsights when cycling the bolt
smoothed out rear sight on lr300 viewmodel; fixed some clipping issues with lr300 animations
Fixed grass shader when temporal alpha to coverage is disabled
map & planner prefab updates
map/planner world player anims
planner sprint added to player anim controller
Only log building privilege warning if developer > 0
Deployable placement sounds
▆▋▍▋▊▅▆▆▄▍▆ ▅▅█▊▇ ▉▊▉▄▌▅▇▄▊▍▍▇ (▇▋█▉-▉▆█▆)
Deployable component is now prefab attribute (stripped from instances, reduced memory usage)
Fixed ambient light adjustment inside player buildings being reversed
fixed attachment points on bolt rifle
fixed ironsights on bolt rifle
tweaked the bolt_rifle animations; also adjutsed the sound timings to match the animations better
added the skintag to the bolt rifle viewmodel (custom skins should work on it now)
fixed thrown melee weapons dropping to ground for other viewers RUST-1420
fixed boltrifle cycle animation taking too much screenspace when ADS
Merge from prefab_pooling_2 (for testing, disabled by default)
Deprecated brdf-embedded cloud shadows (move to shadow/post)
Reduced reflectance micro-occlusion to 3% of range (closer to unity baseline)
Added support for registering any game object as a prefab at runtime (so we can pool runtime-generated objects)
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 pooling for the conditional models of buildings
Added pooling support to renderer and collider batching
Merged prerelease into main