33,245 Commits over 4,109 Days - 0.34cph!
Death screen: bear.prefab -> bear
Ration floating box: fbx, lods, col, textures and materials
Merged from large scale occlusion branch
Switched to using CommandBufferManager to ensure CB ordering
Added large scale occlusion to MainCamera prefab; inactive unless toggled via graphics.lso (experimental)
Fixed lso compute causing leaking during blur
Fixed potential client side NRE
Dome ladder fix
Moved small refineries to renderer lod and fixed a few broken placements
decay.scale convar scales both decay delay and decay duration
fixed an issue with several of the LOD models (for animals and weapons) having extraneous vertices ( due to the normals not being unified )
Merging update for Hapis/Savas islands
Melee distance padding tweak
Fixing some material import settings (as discussed with Vince)
Mortar (need to check shader - it goes invisible when applied)
Patrol helicopter server gibs entity bounds
Fix for invisible materials in empty scenes
Most deployables now have a two day decay delay and a two day decay duration (from 1 + 2)
Flooding protection tweaks
Increased maxflood convar default value
Updated amplify occlusion; faster/better bilateral blur
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Fixed incorrect collision meshes on twig roof sides
Updated amplify color and switched to single pass tonemapping + color grading
Removed dedicated tone mapper
AH logs include frame number
Fixed flow control warnings in ocean and river shaders
Added warning to RandomizeStartPosition when called on a sound missing audioClip
Added back river flow; still needs work
slight tweaks to the rifle walk animation
Added repair functionality to furnaces, boxes, repair bench / research table and water catchers / purifier
Slower decay on furnaces and boxes (2 days delay + 4 days duration)
Changed default decay tick interval to 10 minutes
Fixed river flow transitions to ocean
Fixed purple water in dx9
Fixed compilation errors in legacy gl
mesh compression @low for building block meshes and colliders
Fixed LOS issues in caves (RUST-1039)
Transparent layer (fence, glass)
Touched water shaders to fix out-of-date staging
Implemented throw weapon AH protection (throw_protection, throw_penalty)
Attack entity repeat delay cooldown test (RUST-1043)
Transparent layer tweak (RUST-842)
Attack entity repeat delay cooldown test 2 (RUST-1043)
Fixed BaseMelee editor / standalone inconsistency
Attempt at fixing revz graphic distortion/feedback when using low quality + near draw distance (RUST-987)