129,945 Commits over 4,140 Days - 1.31cph!
Added extra collider mesh for metal facemask
Updated procmap benchmark scene to latest world generation
fixed sentry not targeting some items in peacekeeper mode
Switch to reverse-z quasi-log to avoid depth write; should be virtually perf-cost free now
Got everything working except two non-rust/std standard shaders still used in weapons
improved the walk/jog animations to look more natural
fixed a bunch of animations that were missing events (footsteps / jumping / wounded/ etc)
human meat is salty
charcoal stacks to 1000
added fishtrap and fish
reactive target is cheaper and resets on its own after 6 seconds
Mix improvements, lots of sound polish, more variations for a bunch of common sounds, etc, etc
merge from main/mix-polish
Fixed NoShadows benchmark
Fixed speedup when moving diagonally
Fixed metal facemasks not always protecting against headshots (RUST-849)
Disabled HitInfo.MultiHit by default (faster hit sorting, not required with projectile penetration on players disabled)
Disabled dynamic non-uniform scaling on cliff meshes (physics system regression made this very slow)
Network++ (dev servers might warn when loading a save, but no forced wipe)
Fishtrap models, LODs, COL, Gibs and textures
Icon update, prefab update
Updated the fishtrap size (-25%)
Changed default Standard and Standard spec override shaders to std/rust path
Updated main camera component
Current entity decay state saves and loads on server restart
Decay uses less memory on the server (meaning we can add it to everything)
Building block decay correctly resets when fully repaired
Fix rain surface ambience not playing
pivot orientation was reset on fishtrap gibs
fixed looking into fishtrap resetting timer
fishtrap traps faster
added footstep sounds to all the sprint animations
fixed bug with players popping from stand up --> sleeping pose as soon as you walked close to them (the animator was disabled)
fixed sleeping orientation so it aligns with terrain better
tweak the playback speed for some animations
fixed the player_model to use the proper animation controller
Fixed viewmodels spazzing out for one frame when deployed
Pause load balancer while a ton of network packets have to be processed (perf + RUST-836)
Nework decay timer to client as well
Added rust/stdwire shader to replace custom/wire; powerline cables now cast shadows
Removed deprecated conditional defines
Quick cloud fix for outdated AMD firepro drivers on glcore/windows
Matched bone scaling to what it was pre-patch
Water well deployable files (models, LODs, COLs, Animation)
Moved constant param computation to cpu; reduced per-vertex alu
Fixed remaining sky issues
Fixed incorrect near plane
Added revz toggle; default off
Made some code revz agnostic
OSX protobuf generate script