5,958 Commits over 4,201 Days - 0.06cph!
Added RigidbodyLOD (makes rigidbodies kinematic in the distance)
Temp fix for missing powerlines next to roads
Rockets + explosive rifle ammo deal full damage to strong side walls / doors again (fix for RUST-721)
Merge from save116 (new procedural generation, custom map updates, dungeon improvements)
Prefab auto-updates (Tools/Prepare Prefabs)
Fix for argument out of range exception in road generation on certain seeds
Rock cull distance tweaks
Fixed resource spawn clustering sometimes not working
Hemp is slightly bigger (easier to find)
Resource spawn rule tweaks
Projectile movement uses FixedUpdate
Projectile movement causes less garbage
Grass uses standard shading + specular / smoothness
Fixed overly bright sand footprints
Removed duplicate / unused footprint assets
Removed unused foliage shader from ancient times
Fixed terrain asset being constantly modified even when nothing has changed
Stripped deprecated tree optimization code
Light test (env refl occlusion)
Fixed errors when running material_zoo scene
Material zoo nighttime parameters
Fixed everything being white in scene view on our main camera (maintaining identical visuals at runtime)
Light test 2 (env refl occlusion)
Fixed missing FPS graph materials in standalone
Missing FPS graph shaders in standalone
Fix for RUST-681 (needs Scene2Prefab)
Rock cull distance tweaks (RUST-626)
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)
Fixed missing albedo / alpha on decal_footprint_human_bare_snow_right
Slight animal count tweak
Fixed NRE in TerrainCollision
Fixed some river segments failing to be added to the water map
Tree and mesh quality in options go up to 200
Tree and mesh qualities > 100 no longer push back the culling distances
Time of Day update (directional scattering occlusion, cloud coloring parameter)
Fixed a number of issues with the cloud billboard textures
Reapplied sky reflection hack to atmosphere shader
perf 5 displays frame time
Fixed options opening with wrong tab selected
Driftwood no longer spawns on rocks
Increased client per-frame message processing time
Don't evaluate neighbour entity links until they're used
Log entity linking progress on server startup separately from the stability support initialization
Fixed building block placeholders being visible for a short time when placing a building block
Removed some building block overhead when entering a networking group