127,293 Commits over 4,109 Days - 1.29cph!
Ignore projectiles from stalled players without handing out violations
Include entity name when logging "entity too far away"
This meta file can be removed
Tweaked animal entity bounds
Use 2D distance in projectile entity movement test
Tweaked cloud brightness, especially at night
Fixed blurry FP logo on low quality settings
Unfucked entity parenting on quarry + water purifier (still some weird client side shit going on with nested parenting on the water purifier)
Fixed "invisible water purifier" issue
Temp workaround for strange behaviour caused by nested entity parenting of water purifier
Make really sure we never write weird shit to BasePlayer.estimatedVelocity
Fixed revz disappearing point and spot lighting (RUST-891,RUST-887)
Fixed water simulation precision issue problem causing seams in shore blend (GLCore only)
Set quarry / pumpjack child entity bounds
Renamed convert depth shader (revz) to avoid potential name collision
Fixed revz unable to see players name plate (RUST-884)
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Added decay to sleeping bags, tool cupboards, barricades and traps
Network++
Fixed rare UI NoticeArea error when broadcasting RefreshValue
Fixed Player animation twitches when holding (RUST-901)
Merge related shader fixes
Merged b17 changes
Added loot console command (for testing, editor-only)
Fixed another LOS exploit
protocol++
mushroom fixes
Fixed exploit to disable gunshot sounds
Added decay.tick server startup parameter (specifies decay tick interval)
Fixed estimated player velocity being extremely inaccurate during server lag (RUST-895)
Update view angles + eye position in FinalizeTick (less overhead when spammed with player ticks)
AntiHack tweaks
tweaked the 3rd person pickaxe animations so it doesnt clip into the player
Tool cupboards can be repaired
Slight modifications to rust/std cginc base to allow single file rust/std shader; easier to read and make new shaders
Switched StandardWithDecal shader to rust/std (fix for RUST-900)
Fixed revz sign/canvas painting
Packed grass code back into Nature/Grass
Packed wire code back into Custom/Wire
Deleted deprecated files; updated grass and cable materials
Fixed revz grass black ambient when LOD<300
Fixed revz sign black ambient when LOD<300
Packed Rust/StandardSkin shader into single file
Removed experimental viewmodel shadow code; no longer needed/relevant due to revz
Removed meta pass (dynamic gi) from all shaders; we'll probably never use it, less code to look at, less time compiling shaders
Fixed revz dev* shaders; grey boxes now visible
changed the animal prefabs so that their animators do not cull.
Switched Horse hair materials to Rust/Standard spec (fix for RUST-896 and possibly RUST-846)
Deleted half-assed standard-hair shader
Replaced horse LOD3 with the proper mesh
Fixed scope shader not compiling on some weird platform
Detail layer in rust/std now disabled by default
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More detailed hit stat tracking
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