33,287 Commits over 4,109 Days - 0.34cph!
Building blocked message is only shown when in building mode
Holding a hammer also enables the building blocked message
Fixed foliage displace shader d3d11_9x compilation error
profile samples for GamePhysics
rolled back to 5.4.0p1
Added SSAO distance fade to far values; e.g. smaller radius in viewmodel
Building privilege is also checked at the construction placement position, not just at the player position
Unified DecalDictionary and ParticleDictionary into EffectDictionary
Added support for foliage displacement prints
Added foliage displacement trails to players
Fixed profiler sample mismatch introduced with
16568 (spamming when looking at terrain)
Fixed server ssao texture format error; now detecting null device
SSAO texture format error to warning
Quick optimization for OBB.Contains
Enabled ssao fade params for viewmodel occlusion; just needs tweaks and bleeding fix
Foliage displacement code cleanup
Minor foliage displacement optimizations
Fixed water system perf on riverless maps
Fix for near/viewmodel ssao color bleeding
Fixed server side player rotation getting corrupted when spawning in sleeping bags that were placed on hills
Workaround for ssao/blur shader opengl compilation error
Removed building blocked chat message when trying to place while placement guide is red
Fixed code lock placement guide not being shown as red when in unauthorized cupboard
Coarse slope blur all channels for now
Sticky gizmos for deferred decals
Added log when server is fully started
Optimized terrain carving triggers (better projectile and player culling performance)
tweaked iron sights on a bunch of weapons
Merged water visibility triggers
Fixed not gathering river colliders
Fixed AMD R9 water darkening half screen in DX9
Fixed tree whiteness caused by homogeneous specular on material; now saturates properly
Rust/speedtree shaders: optimized by adding extra keyword to skip spec map in rust/speedtree shaders; assumed black (no spec, no transmission) if missing
Rust/speedtree shaders: changed spec rgb to mono specularity; now R channel in spec trans map
Added keywordutil
Added tint to water caustics
Game manager no longer sets the game object name when taking from a pool (performance)
Optimized some LOD grid code (for the most part pointless, but slightly faster and better for profiling)
Added additional profiling to LOD, pooling and mesh batching code
Added refresh_stability debug console command
Removed OnEnable hack from EntityFlag_Toggle (no longer slows down entity instantiates)
Fixed OnSendNetworkUpdate not being called in SendNetworkUpdateImmediate
Fixed OnPostNetworkUpdate not being called immediately when receiving a new entity
Prefab pool no longer hashes twice when looking up a prefab (pretty irrelevant since the key is an integer)
Eliminated needless string reallocation from GameManager.Instantiate (relevant when streaming in thousands of entities)
Updated BuildingTest.sav (now also contains building stability)
Optimized BaseEntityChild.Setup
Stone gate gibs are no longer the incorrect wood gate ones
Fixed viewport resize breaking water when reflections are enabled
made a slight tweak to the semi-auto rifle's iron sight alignment
Fixed unlit campfires hurting players after server restart