33,116 Commits over 4,109 Days - 0.34cph!
diagnose the int64 NRE in status
Merged changes meant for main branch
heli crates are now lootable if the fire is extinguished in water
Moved convar server.aihandlerms to ai.frametime
Moved convar server.npcrickrate to ai.tickrate
Greatly reduced AI frame time when playing in the editor (better testing perf)
Removing some deprecated stuff from TerrainConfig
rcon.port defaults to the same as game port if not defined
rcon.ip defaults to any if not defined
El cheapo particle scattering/fog
Tweaked compilation path exclusion list across all standard/rust shaders
Network read/write optimizations
Autoturret nobuild volume no longer reaches beneath the turret (RUST-347)
autoturrets can't be placed completely under water anymore
autoturrets won't shoot back at other autoturrets (hopefully)
▉▊▋▍█ █▍▌▉▅▌▆▌ ▌▇▅ ▍▋▇▆▇▇▅
Fixed server DoRemoves NRE
Profiling + optimizations
disabled rain collisions (perf)
Expose build id to server info
Fixed situations arrising where server sometimes creates insane 2 minute delays
Removed DedicatedServerDebug (unsused + performance drain)
Removed unused DistanceFromCamera system
Added LODGroup diagnostics to dump command
More client profiling
Fixed seethrough walls; note to self: some hacks are there for a reason (#338)
Fixed server NRE
Removed unity error reporter
Don't do server.backup in editor
Fixed external gates collapsing
Limited speedtree shader transmission feature to Frond and Leaf geom types
Fixed duplicated symbol in blendlayer shaders
Cloud Billboards added to Sky Dome and values tweaked.
new sounds / particle effects for wounded animations
tweaked swimming and sprint animations.
Generic footstep effects (fix for no footstep sounds on quarries)
Add local voice limiting to helicopter weapon sounds
Ensure all light buzz sounds in new rad towns are LODed correctly
Melee impact sound polish
Hatchet strike sound polish
Fall damage sound tweaks
Only play fall damage sounds when taking 20+ damage
swimming cleanup, unified values for swimming/headunderwater
Fixed water refraction back projection in GL/OSX
Changed standard blendlayer shaders to preserve masked albedo detail; traded for normal map in lowest LOD (#325)