12,696 Commits over 3,959 Days - 0.13cph!
Post process terrain slopes near water to reduce wave clipping
Powerline prefab distribution tweaks (prefer intact structures over the more broken down ones)
Hacked wire plugin to work with different connection offsets on every object
More distance between prefab mountains
Disabled mountain splat transfer (slows down terrain generation too much for now)
Editor texture channel copy tool for mountain masks
Mountain splat transfer implementation
Mountain topology textures
Terrain basemap includes terrain painting layer
Fix for error when inventory item refreshes while selected (for example when drinking water containers to completely empty)
Include client version (changeset) when disconnecting because of an exception
Fix for crafting menu blueprints all showing wooden arrow description
Fix for UI notifications missing when reconnecting to a server after disconnecting
Replaced invoke with custom flag in door animator toggle (should fix RUST-835)
Fixed servers re-checking stability after startup (no longer needed since it's loaded from save)
SpeedTree billboard shadow casting toggle editor tools
Added convar to toggle the shadow casting behaviour of the sun
Unified some bush prefab settings
Re-enabled atmospheric depth in scattering calculation (with better horizon fade than the last time)
Touched ocean and river shaders
Fixed some decor prefabs missing from asset bundles
Greatly improved VariableReference performance and GC (used in VitalNote, VitalInfo, TextVariable etc.)
Procmap benchmarks reset GC, LODs, grass, decor and tasks before every run
Removed tree component from hemp
Icesheet prefabs use LOD grid
Removed tree component from a bunch of clutter prefabs
Removed tree component from all trees (appears to be slow as fuck)
Adjusted grass LODing (less upscaling on lower LODs)
Added NoShadows benchmark
Removed some unused garbage
Removed legacy fog modes from all release scenes & shader stripping
Stripped legacy fog from procmap benchmark scene (perf experiment)
Some scattering and fog fixes
Touched water shaders
Added fog benchmark
Removed fog from rain benchmark
Fixed NoAmbience benchmark using rain weather settings
Forced ambience convar setting in benchmarks
Fixed that the door animation was stopped one frame too early (RUST-559)
Fixed regression that sometimes skipped entity linking when placing building blocks
Some door code cleanup to narrow down RUST-559 & RUST-793
Entities send network update if their slot is set on the server (fixes some weird situations, mostly regarding doors & locks)