127,157 Commits over 4,109 Days - 1.29cph!
Fixed underwater rock spawn rule
Fixed iceberg spawn rule
Rock heightmap adjustment tweaks
Bush/tree ambience tweaks
First pass at item pick/drop ui sounds
two sided shadow casting for sewers prefabs
scene2prefab
Rock formation prefab updates
Did the same trick on military tunnels
Reject rivers on extreme slopes
Merge from save115
HapisIsland, procedural generation and dungeon updates
Overflowed large furnaces shoot items out of its chimney
Reset building priv flags on die/spawn
Billboard trans texture size (sorry guys)
initialize conditional models on server start again
Automatically writecfg after changing vars in the console/binding keys
Fixed screen space normal texture frame delay when coming back from lower quality levels
Saved one grab pass in ocean depth pass cmd buffer
Fix for RUST-654 (turret roof exploit)
Undone
13766 (fixes weapon mods)
Reverted grab pass save; overlooked something
Fixed cheat reporter setting reporting player's entityid instead of steamid
fix for decay reset when repairing
Fixed escalating load times on larger maps
Added quad rasterizer to base terrain map class (rasterizes two triangles in a single pass)
Fixed dx9 inverted normals / broken reflections and ps_2_0 related errors
Switched to using post-opaque as depth target during water depth pass
Terrain triggers are now on appropriate layer for all dungeons
Prefab adjustments (rock_small)
fix for heli not doing damage in some situations
Clutter rocks are clientside decor (perf, collider count)
MaterialSetup can be pooled / used on dynamic decor
Fixed shader related black river bug
Fixed water camera NRE
New stone, sulfur and metal ore world pickup models
Linux server console error
Player viewmode flag override for bawng
Fixed legacyGL/Linux water shader compilation errors
Fixed broken water SSR on GLcore/OSX
Fixed Physics.IgnoreCollision performance regression on certain hardware
It's the return of the tree stump! -wood pickup model
Fixed missing airfield wall colliders