33,286 Commits over 4,109 Days - 0.34cph!
Merge from prerelease, hold on to your GPUs
Evac pipes in canyon now cull
MT roll up doors now cull
fixed some facility rooms in MT not culling
big numbers decals on walls and doors in MT now cull
fixed a not culling wall block and industrial prop in trainyard
bottom powerplant chimney pillars do not cull (no more floating chimneys)
Added two more projectile rejection cases to combat log
Hit area in combat log is lower case
Lighthouse monument visual update/polish
Adjusted muzzleboost firing rate scalar to compensate for the full auto repeat delay fix
Fixed swimming being a pain in the ass in the military tunnels
Fix for RUST-984 - Roof prefabs not casting shadows from the sides
Fixed ore spawners in the military tunnel monument
Lr300 gunshot tweaks round 2
adjusted the left elbow position on viewmodel for a bunch of weapons ( SMG / ak47 / flamethrower / etc... )
muzzle flash smoke hidden when aiming
weapon fov's adjusted to look more natural
aiming down the sight lowers near clip plane (less viewmodel clipping)
tone down the exagerated movement of viewmodel animations to make the guns look more solid. ( ak47 / smg / thompson / semi-auto rifle )
candlehats and minerhats use half as much fuel
replaced howizer muzzle flashes with more realistic smaller less bright versions
reduced diminishing xp for finding loot and gathering
tracers are visible in first person again
updated to unity 5.4.1
protocol++
reduced horizontal recoil of semi auto rifle
fixed NRE's for some projectiles
lowered initial distance of rifles
less HDR on first person tracer
fixed the silencer on the semi-auto rifle looking like a "limp dick"
fixed local tracers showing up for one frame on close objects
fixed muzzle flashes sometimes not casting real light
fixed weird glow on other peoples heads when shooting
projectile optimizations (improves fps with lots of gunfire)
tweaked the ironsights on the bolt rifle
fixed alignment on the ak47 iron sight
Fixed players sometimes appearing with wrong name, gender or skin tone (RUST-981)
Reset entity position lerp curve when lerping is disabled
Added stabilityqueue and surroundingsqueue convars (time building stability + surroundings are allowed to take)
Reset lerp smoothing whenever entity lerping is snapped to the end point
Initialize lerp start position whenever entity lerping is started
Retired ItemIdentity (no longer used, removes a bunch of overhead)
Fixed various issues with player model pooling (still disabled by default)
Fixed some climate blending OnGUI hack failing to compile when setting editor to server-only
Enabled player mesh pooling by default on 64bit systems
Experiment: Alternative to BroadcastMessage.OnParentDestroying
Optimized SkinnedMultiMesh LODGroup stripping
Optimized SkinnedMultiMesh GetComponentsInChildren calls
Applied the optimization of OnParentDestroying to OnPostNetworkUpdate and OnSendNetworkUpdate
Forgot to include two files
Moved more SkinnedMultiMesh stuff to prefab preprocessing