10,607 Commits over 4,413 Days - 0.10cph!
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
Tweaked client cycle time
Tweaked client cycle time (done with testing)
Load balancer per-frame time curve tweaks
Clutter layer updates (RUST-772)
Added clutter layer toggle to F1 dev tools
Tree entity client skin instantiation is load balanced
BoneFollower is disabled when following non-moving entities (only set position when updating parenting in that case)
Greatly reduced per-frame overhead caused by BoneFollower (especially around large buildings with tons of doors)
Removed LODGrid.Register
LOD grid verifies LOD distances against the max grid refresh distance
Tree and mesh qualities once again affect culling distance (RUST-787)
Fixed deployment of boxes on shelves being annoying