115,252 Commits over 3,959 Days - 1.21cph!
Moved water depth and post opaque to CameraEvent.BeforeReflections (deferred)
Tweaked underwater terrain spec/refl occlusion
Added projectsettings analytics stuff that 5.2 keeps generating
Updated standard and speedtree shaders with latest changes
Renamed Rust-Deferred to Internal-Deferred (default)
Removed Mono.Cecil.dll (seems to be included now)
Updated Mono.Cecil.Mdb.dll to latest
Tweaked quality settings: Simple to 1/2 res textures, Fast to 1/4 and Fastest to 1/8
Updated current version
Updated ironsights to use new system (so some of them might be wrong)
EffectRecycle optimizations
Reduced maximum time per frame to use for clientside network message processing some more
Performance.memoryAllocations is stored as megabytes
Building skin changes are deferred and load balanced to reduce framerate hiccups
Powerplant lootcrates placement, statics
Prevent building volumes
Reticle position, shader, sprite
Mask Clear shader
Train crane collision - missing pipe collision detail
Reduced maximum time per frame to use for clientside network message processing
Monument loot spawns are allowed to spawn underground if their spawn point is inside of a terrain carve volume
Trainyard terrain fixes, missing collision, water tower col adjustments
Scene stuff. Missing strobelight mats.
Added support for terrain offset to monument and mountain prefab scenes
Crystal mat tweaks, because fog. Scene stuff wip.
Trainyard lootcrates and barrels, statics
New pipeline piece of greybox
Added the shadowless point light back to the furnace.
Can wear hats with bandana
Weather settings in RustEditor/Environment
AK entity scope attachment bone
These oaks shouldn't have two-sided bark materials.
Savas: Added a very small buildable area. Loot improvements. Explosives shack. Public furnace and campfires.
Added scope slot
Changed how ironsights work
Fixed weapon attachments breaking weapons if not changing stats
Fixed weapon attachments breaking shoot sound when not silencer
Added memory usage / gc counter to perf 1 / 2
reloading counts as a weapon cycle
Trainyard level, first rough pass, with scene to prefab
Some collision updates
Making ironsight definition less stupid
Prewarm experiment: load all prefabs and effects
Asset prewarming is disabled by default on 32bit
Added bow specific lazy aim, reduced deadzone
Fixed issue with vm bow fire anim snapping when going back to idle
updated crossbow vm anims, changes to controller
Building prewarm experiment
Disabled small furnace smoke because it wasn't abiding by the laws of physics and looked weird
Added profiler samples to VariableReference