33,286 Commits over 4,109 Days - 0.34cph!
Merge from cs
16176 damage control branch
Only initialize door animators if required when leaving the pool
Fixed onInventoryChanged event being called for every player
Replaced BasePlayer.LocalPlayer with LocalPlayer.Entity
Replaced GlobalMessages.onInventoryChanged.Call with LocalPlayer.OnInventoryChanged
Merge from player_pooling (disabled by default)
Fixed onInventoryChanged event being called every time a shot is fired
Clear LOD group when clearing player mesh (should fix duplicate LOD group warning with player pooling enabled)
ItemIcon NRE fix (for real)
Enabled entity and player pooling by default on 64bit systems
Disabled entity pooling on furnaces + campfires for now (VFX stuck)
Eliminated hasEntityMenu computation from ClientInit (slow)
Only wooden boxes and large wooden boxes are pooled, not all entities that inherit from StorageContainer
Fixed distorted water reflections in rivers (RUST-1248)
Disabled pool.players by default again (more testing)
RUST-1250: Sound pooling fixes (hopefully.. can't reproduce in editor yet)
Set sound modulator value to 1 when fetching new modulators from the pool
fixed player twitching into sleep anim when he jumps in / out of the water
tweaked the materials for all of the weapon addons and the m249 (they look more metallic now)
beds are actually pickupable again
lr300 spawn tables
lr300 balance
Collectable pickup sunds for mushrooms, stones, and stumps
Research table sounds
More sound tweaks & polish
NRE - ViewmodelAttachment.OnDisable (weapon with attachments into research table) RUST-1244 fixed
lr300 iron sights made accurate
RUST-1146 - Fixed invisible helicopter gibs if destroyed outside of network range
Refresh skinned mesh renderer bone cache when mesh changes (because of gender or race)
player preview state anims
MeshReplacement and SkinSet also update the renderer root bone
flashlight emission point brightness increased
flashlight dust beam brightness reduced
made the LR300 sit in the players hand better in 3rd person
fixed the IK positioning of the LR300
Fixed armored door hatch animation sometimes playing (fuck you Mecanim)
Properly reset entity skin when it's changing back to the default skin (happens on pooled wooden boxes)
Better frame rate independence for fully automatic weapons
Keep displayed and reported performance data separately
Update FPS counter in menus as well (only exclude menu FPS from reported stats)
Fixed fucked up variable name in FlameThrower.cs
RUST-1255 Fix attempt ladder hatch
RUST-1254 Fix attempt stone doorway
fixed digitalcamo skin messing up holosight
Improved standard lighting extension support for rust/std shaders; forward cases
Added vpos to free up one interpolator in certain cases
Added dither opacity mask for when using temporal-aa; fallback to cutout mask; shadow compatible
Added dither opacity mask base component (singleton) to main camera prefab
Added first version of rust/standard-hair shader; spec, kajiya-kay, not physically accurate
Fix for motion vector shader mishandling non-HasLastPositionData; fixed particles getting extreme/wrong blur
Fixed occlusion on standard lighting overrides; now handled by lighting func
Fixed rust/std shader inspector layer open/close states in multi-materials
Added fuzz layer to rust/std-hair + increased exponent range + using per-pixel normal for aniso vector calc
added bone armor suit
disabled other bone armor types
added cactus flesh item
Improved bone armor textures
Correct over/under for bone armor/mask