127,304 Commits over 4,109 Days - 1.29cph!
Industrial doors texture set and materials colour variations
Replaced deprecated calls to RenderTexture.isCubemap
Moved process GPU device requests call to MainCamera.cs
Added "terrain.atlasmipfix" and "terrain.basetexcomp" commands to disable all native gfx api calls (only pvt and these two features use them)
Added comments regarding terrain.* commands to ConVar.Terrain script
Most deployables now have a two day decay delay and a two day decay duration (from 1 + 2)
Ores fix (I think, this might cause issues?)
Flooding protection tweaks
Increased maxflood convar default value
Updated amplify occlusion; faster/better bilateral blur
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Fixed incorrect collision meshes on twig roof sides
Fixed momentarily locking move keys after submitting chat
Death/Kill messages include steamid
set up aim throwing for pickaxe
Updated amplify color and switched to single pass tonemapping + color grading
Removed dedicated tone mapper
AH logs include frame number
Fixed flow control warnings in ocean and river shaders
Added warning to RandomizeStartPosition when called on a sound missing audioClip
use localPosition where possible (evaluating perf difference)
physics.steps for client (devs)
Build process reshuffle.. build faster you prick!
More build speed experiments
Added back river flow; still needs work
slight tweaks to the rifle walk animation
Fixed NRE's in GeneratePrice @helkus
More shitty ass bundling shit
Added repair functionality to furnaces, boxes, repair bench / research table and water catchers / purifier
Slower decay on furnaces and boxes (2 days delay + 4 days duration)
Changed default decay tick interval to 10 minutes
Ores don't show health bar
Fixed autoturret serialization
Fixed river flow transitions to ocean
Large Prop D textures/models/Cols/Prefabs
Trainyard, Powerplant and WTP, Military tunnels scene updates
Fixed purple water in dx9
Fixed compilation errors in legacy gl
mesh compression @low for building block meshes and colliders
Fixed LOS issues in caves (RUST-1039)
Transparent layer (fence, glass)
Split inventory/crafting into separate scenes
UI background blur is more generic instead of being tied to inventory menu