33,284 Commits over 4,109 Days - 0.34cph!
Added shaderwarmup console call; 3 minute wait to avoid hiccups (editor only)
Restored shader variant collection (for shaderwarmup)
bradley can now drop a package of 12 tech trash instead of HQM
Optimized survey charge particle collision settings + added particle collision lod
More item description updates and fixes
Combat log now includes an info text when something / someone is wounded or killed
No longer wait for all skins to finish downloading in the loading screen by default (skinwarmup convar)
Added particle collision lod to remaining explosions
auto turret loses target when it goes out of range
Fixed ragdoll root not following ragdoll bounds; affected lod, fly swarm (RUST-1700)
Attempt at fixing RUST-1765
Fixed NRE caused by visibility lists not empty when joining a server after demo play
added smoke effects to bradley treads
More item description updates
Set nav_grid to false by default
When loading the map from cache, prefabs spawn async to avoid stalling the client for a long time
Cleaned up asset FileSystem_Warmup by removing unused code
Eliminated some tiny GC allocs from nested coroutines
A couple more checks, just to be on the safe side.
Check neighbour navmesh cell as valid target before we attempt to generate a link in that direction.
Generate links async and with a queue, that we can control how many links we generate each frame.
Set nav_grid to false by default.
Add blend type option to rust/std terrain blend shaders, complex (default) and vertex alpha (simple)
merge from main/bradley-sounds
Perf fix for occludable sounds with local voice limiting enabled
Cleanup duplicated MainCannonAttack prefab
Rewrote rebake logic to use the bake heap.
Cells and layers are now aware they're in the bake heap awaiting baking.
Updated the bake heap comparer, that it more reliably prefers cells close to players.
fix for broken head collider
Updated Facepunch.Unity (fixes manifest download sometimes silently failing)
Added a fix for the potential of navmesh sources to go invalid over time (so we check them before we bake).
A slight improvement to animal flee behaviour and speed related to angle of next position.
vending machine really no longer drops items
fixed condition not visibly scaling consumable properties in info panel
fixed tooltips getting stuck
Using steering target to judge angle of movement change works better than next position on the nav agent.
Subtracted player model changes
Softer lighting via less intensity + more exposure + reduced ambient saturation
skin approval
a million mounted fixes
thompson has reduced aimcone
Adaptive shadow bias to fix shadow offseting; touched all rust/std shaders
Increased directional light initial shadow bias to address flat surfaces