5,928 Commits over 3,959 Days - 0.06cph!
perf 5 displays frame time
Reapplied sky reflection hack to atmosphere shader
Time of Day update (directional scattering occlusion, cloud coloring parameter)
Fixed a number of issues with the cloud billboard textures
Tree and mesh quality in options go up to 200
Tree and mesh qualities > 100 no longer push back the culling distances
Fixed some river segments failing to be added to the water map
Fixed NRE in TerrainCollision
Slight animal count tweak
Fixed missing albedo / alpha on decal_footprint_human_bare_snow_right
Spawn populations can choose whether to scale with the world size or the filtered spawn area
Animals, loot barrels and ores scale with the world size instead of the filtered spawn area (easier to balance)
Loot barrels always spawn individually (no clusters)
Added spawn.report console command (prints basic spawn handler report)
Rock cull distance tweaks (RUST-626)
Fix for RUST-681 (needs Scene2Prefab)
Missing FPS graph shaders in standalone
Fixed missing FPS graph materials in standalone
Light test 2 (env refl occlusion)
Fixed everything being white in scene view on our main camera (maintaining identical visuals at runtime)
Material zoo nighttime parameters
Fixed errors when running material_zoo scene
Light test (env refl occlusion)
Stripped deprecated tree optimization code
Fixed terrain asset being constantly modified even when nothing has changed
Removed unused foliage shader from ancient times
Removed duplicate / unused footprint assets
Fixed overly bright sand footprints
Grass uses standard shading + specular / smoothness
Projectile movement uses FixedUpdate
Projectile movement causes less garbage
Resource spawn rule tweaks
Hemp is slightly bigger (easier to find)
Fixed resource spawn clustering sometimes not working
Rock cull distance tweaks
Fix for argument out of range exception in road generation on certain seeds
Prefab auto-updates (Tools/Prepare Prefabs)
Merge from save116 (new procedural generation, custom map updates, dungeon improvements)
Rockets + explosive rifle ammo deal full damage to strong side walls / doors again (fix for RUST-721)
Temp fix for missing powerlines next to roads
Added RigidbodyLOD (makes rigidbodies kinematic in the distance)
LightLOD treats spot and point lights separately (since point light shadow maps are much more expensive)
Fixed LightLOD issues when the number of lights in the scene is less than the graphics.shadowlights convar
Made LightLOD snap to the current state (enabled or disabled) on spawn rather than always starting disabled and fading in
Building blocks only send their support value to clients when it hasn't changed in the last iteration (fixes potential client connection flooding)
Another layer of exploit safety for direction properties
Building protection reboot
Wall frame can no longer be placed after roof (fix for RUST-689)