5,912 Commits over 3,867 Days - 0.06cph!
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)
Only defer the destruction of building blocks, destroy all other entities immediately when leaving a networking group
Melee trace uses a threshold to switch between the accurate best-hit trace and the inaccurate any-hit fallback
Updated skeleton damage multipliers
Melee weapons look for the best body part to deal damage to rather than just taking the first one they can find
Fixed missing airfield wall colliders
Fixed Physics.IgnoreCollision performance regression on certain hardware
Fix for RUST-654 (turret roof exploit)
initialize conditional models on server start again
Merge from save115
HapisIsland, procedural generation and dungeon updates
Spawn population tweaks
Fixed some stuff spawning midair near rocks
DeferredDecalRenderer command buffer refresh is allocation free
Added decal.cache convar (refresh decal system every frame vs. only when marked as dirty)
Reactive target uses RendererLOD instead of LODGroup (never use LODGroup for stuff that doesn't walk around)
Adjusted reactive target bullseye collider (no hard edges that can cause perpendicular impact effects)
Adjusted reactive target physics layers (no player collision on the moving parts)
Disabled microfiber fuzz layer on reactive target (uses fucked up normal encoding that messes with deferred decals)
Fixed active item not dropping when killed without entering the wounded state first