33,226 Commits over 4,109 Days - 0.34cph!
water rendering profiler sample
more lightweight culling debug
reduced lodcomp occludee min visible time
culling.env enabled by default (player testing)
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Fixed treelod not restoring shadow mode
Fixed bootstrap NRE on aimanager init when missing terrainmeta path
Restored night fog on climate settings
Fog is now pitch black when no sun or moon are visible
Fog/scattering effect now wokring in edit-viewport
Fixed transparent surfaces (e.g. windows) not fogged properly in edit-mode
Fixed entity bounds on high external stone gate (RUST-1772)
Fixed lastAttackedTime / lastDealtDamageTime serialization on BaseEntity (no longer saved on prefab / visible in inspector)
Fixed roof conditional models in various scenarios
Subtracting
24560 because it looks like ass
Fog darkening test for diogo
Added "FogDarknessDistance" to climate
merge upkeep notify into main
protocol++
Door frame decor / moved pivot up by 1m
flashlight viewmodel / worldmodel prefabs and sounds
Loads more deployable sounds
compile fix
added handheld flashlight
fixed invisible flashlight beams
fixed invisible laser beam beam
Spinner wheel sound bugfixes
tonnes of asset labels
manifest
missing icons
crossbow can accept flashlight
Downed (wounded) players no player block movement
Updated asset bundle splits
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Fixed fog not always being disabled in caves
skin approval
added tooltip to loot panel showing number of blocks and upkeep rate
removed upkeep from garlands (lol)
time for blocks to decay increased by 30% (good)
decay tiers increased by 50 blocks (cheaper decay)
Adjusted navmesh obstacles on foundations and high walls.
fixed clipping on flashlight attack animations
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added throwable flares
NRE checks for TC
added worldmodels for flare/flashlight
flare/flashlight loot tables
Fixed door garland collider (blocking movement on the floor above it)
Fixed door garland entity bounds
Fixed ladder hatch culling bounds
Culling.env convar update
Potential fix for false culling negatives at certain resolutions