33,292 Commits over 4,109 Days - 0.34cph!
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
Added foliage displacement debug (via terraintexturing)
Skip adding the CL entity name prefix if the game object name already contains it
Saved redundant fetch+sampler in a few water related passes
More water displacement on slighly inclined terrain
Merge from dangerous_optimizations
Fixed box collider of local player being enabled after respawn (forcing player in random directions)
Fixed potential NRE in FootstepEffects
Netgraph can only be used by admins and developers (RUST-1327)
Fixed water vis trigger handling non player objects + potential timestamp collision
Fixed water-related DX9 half screen darkening issues across all gpu models (RUST-1322)
Fixed DX9 broken motion blur on AMD R9 (possibly others)
Fixed DX9 broken water reflections on AMD R9 (possibly others)
flame turret with textures, materials, gibs, col, prefab etc
Disabled water vis trigger for update/wipe; not server ready yet
Fixed river overlap-related reflection issues (RUST-1330)
Tweaked shore alpha fade water material params; touched relevant water shaders
Autoturret can now only hold 556 ammo instead of any item
Erased all traces of the old garbage bone armor
phrases/loot/manifest
protocol++
merge into main
Added collider_capacity and renderer_capacity convars (limit the vertex count of collider and renderer batches)
Fixed players appearing with wrong name tag (RUST-1331)
Stricter flyhack detection (RUST-1320)
Merged lighthouse fixes from dungeon_art_3
Added padding to environment volumes to fix tiny gaps when placed by hand
changes to vending machine
added gibs to the vending machine
Fixed underwater rendering
Fixed water overbrightness due to background fog
Guitar viewmodel
worldmodel + LODS (now drops model instead of burlap sack)
folder now setup in line with other items
Added more rocks around lighthouse/ network ++
Ran scene2prefab to fix missing materials
Disabled some new elements of player pooling to fix missing footsteps, weapon world model issues
Player model footsteps refresh their player reference when taken from the pool (fixes issue with pool.player_model enabled)
Fixed moon rendering black to reflection probe
Fixed players blur visible behind walls (RUST-1341); regression triggered in
16732
Fixed moon darkening on the horizon; less hacky way to handle the revz case
Forcing half res height/slope map until we have decent quarter res precision for foliage displacement
Added support for mesh renderers to wearable pooling
Fixed pumpkin not shown on player after initial use (RUST-1340)
Fixed WaterVisibilityTrigger compile error when set to SERVER in the editor
Moved water scrips from 3rdparty to scripts/procedural/water
Moved water resources and materials to content/nature/water
Moved water shaders to content/shaders/water
Renamed WaterEx component to Water
Moved cginc in shaders/include/standard to shaders/standard/include
Moved cginc in shaders/include/speedtree to shaders/nature/include
Moved grass and std-speedtree* to shaders/nature
Fixed cginc paths in all relevant shaders