127,271 Commits over 4,109 Days - 1.29cph!
Updated start pose of wake up anim
Entities send network update if their slot is set on the server (fixes some weird situations, mostly regarding doors & locks)
Some door code cleanup to narrow down RUST-559 & RUST-793
Fixed regression that sometimes skipped entity linking when placing building blocks
Fixed that the door animation was stopped one frame too early (RUST-559)
Fixed NoAmbience benchmark using rain weather settings
Forced ambience convar setting in benchmarks
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 rust/std blend layer shader compilation errors
Merged shader changes from main
Added fog benchmark
Removed fog from rain benchmark
Fixed warning in rust/std cloth shader
wip test code + shadow mask computation fix for log z
Some scattering and fog fixes
Touched water shaders
Sleeping anim .meta change
Stripped legacy fog from procmap benchmark scene (perf experiment)
Removed legacy fog modes from all release scenes & shader stripping
Removed some unused garbage
Finished terrain shader logz tests and mods, got started on grass and cleaned shadow mask prepass code
Moved logz constant precalc to script/maincamera; added executeInEditMode
Added NoShadows benchmark
Adjusted grass LODing (less upscaling on lower LODs)
Removed tree component from all trees (appears to be slow as fuck)
Moved apply color/alpha to fragment setup
Fixed for shader bug RUST-833
Removed tree component from a bunch of clutter prefabs
Icesheet prefabs use LOD grid
Removed tree component from hemp
Procmap benchmarks reset GC, LODs, grass, decor and tasks before every run
can deselect bucket instead of drinking from it
fixed NRE when swapping buckets
cannot transfer water into unheld bucket
basecombatentity ignite baseline
Removing PVT test from benchmark (crashing shit)
Updated player preview idle
Greatly improved VariableReference performance and GC (used in VitalNote, VitalInfo, TextVariable etc.)
Fixed some decor prefabs missing from asset bundles
Added delta update capability to protobuf lib
Ticks are delta'd
Added Rust.Data.Test
Re-enabled atmospheric depth in scattering calculation (with better horizon fade than the last time)
Touched ocean and river shaders
Unified some bush prefab settings
Added convar to toggle the shadow casting behaviour of the sun
minor emission scale changes
map costs 1 paper instead of 5
fixed not being able to bandage other players
fixed fire doing less damage to other objects based on what surface it was sitting on
slightly increased starting calories