123,519 Commits over 4,171 Days - 1.23cph!
Added biome tint mask property to rust/std and rust/std decal shaders
Nuked terrain dummy addpass
Static doors prefabs (unopenable)
Minecart wip
Plugged plenty of holes in my meshes
Military tunnels scene work backup
Added a few innocuous workarounds for glsl challenged drivers (glcore); touched relevant shaders
Lighthouse texturing progress
glsl workaround for rivers
Train track biome tinting + some albedo brightness tweaks
Fixed players blur visible behind walls; affecting MB and TSSAA (RUST-1206)
Fixed several "Cannot play disabled audio source" warnings
Enabled sound pooling by default on 64bit systems
Fixed stretched river flows in hapis island (RUST-1036)
Added ResetState to BaseNetworkable (meant to reset entity to instantiation state)
Added pooling support to storage containers and doors
Deprecated TerrainPaint script
LR300 ass rifle viewmodel / worldmodel prefabs + sounds
Improved skin brdf sss quality by fixing omission; touched relevant shaders
made some code changes to allow the LR300 to hide the ironsights when a holosight / scope is attached
Fixed missing building block placeholder mesh on pooled building blocks
Added maxreceivetime convars for pool testing
Load balanced destruction of all client side combat entities
Optimized entity realm list access on both client and server (FindInGroup + GetEnumerator)
Updated lighting prefab for monument scenes with latest camera / skydome
tightened up the animations on the LR300 reload / deploy
added a new reload animation for LR300
tweaked the sights on the LR300 so they sit lower and line up better
Some changes for more accurate profiling
Deferred entity destruction tweaks
Slight brdf optimization for the skin case; ajusted subsurface normal max lod and compensated a few skin materials
Improved handling of skin deferred surface scattering, paving the way for free generic thick transmissive surfaces (wax, rubber)
Cleaned up shader code, paving the way for upcoming hair shader
Nuked deferred reflections shader
Building entities have higher destruction priority than other entities during deferred destruction
Building block skin pooling is also load balanced
lr300 item/icon
lr300 vm cleanup
fixed uncraftable items reducing costs of other items in same tier (some items are now more expensive xp wise)
can pick up sleeping bags and re place them
phrases
bed pickup disabled/NRE Fixed
protocol++
Fixed server duplicate key exception
tweaked the skinning on the viewmodel arms so they look more natural when the wrist twists
tweaked the lr300 reload animations
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Entity destruction priority fix
Fixed overlap issues
Fixed revz god rays