127,271 Commits over 4,109 Days - 1.29cph!
backup current terrain files and splats
cave_small_medium layout
3 extra cave blocks to add granularity
Added pooling to player collision, model and name tag
Add player LOD group in prefab preprocessing rather than ingame
Don't build player meshes until they become visible
Fixed water visibility trigger overlap cases
Saved redundant fetch+sampler in a few water related passes
More water displacement on slighly inclined terrain
PlayerModel cleanup, optimizations and fixes
More cleanup + can fly helicopters
Warmup player animators when they switch to enabled (fixes animation state when players become visible)
Merge from dangerous_optimizations
cave_small_hard layout and files
water visibility trigger debug code
fixed a couple of bugs in cave blocks
adjusted killing spikes rates for a total kill upon fall
Fixed box collider of local player being enabled after respawn (forcing player in random directions)
Fixed potential NRE in FootstepEffects
updated the spawn amount of caves
adding cave_medium_easy layout and files
Hide out of date servers for real
Netgraph can only be used by admins and developers (RUST-1327)
Fix for RUST-1283 / Fall through terrain at military tunnel
military tunnels scene misc fixes
Fix for RUST-1326 / Hapis sewers/drains terrain trigger mess
small holes in a sewer mesh closed
cherry picking from
16720
Fixed water vis trigger handling non player objects + potential timestamp collision
cave_medium_easy terrain trigger fix at exit2
added more headspace for a jump in canyon room
Fixed devs/admins not being devs/admins
Stripped Xp system (properly)
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
adding cave_medium_medium layout and files
adjustments to cave_well_c room jump