33,571 Commits over 4,140 Days - 0.34cph!
Merged water caustics to main
Fixed weapon attachments leaking their entities to clients
Reset all AH values on disconnect
Fixed revz DX9 whiteout player preview model (RUST-950)
More item pickup/drop ui sounds
Merged in caustics changes from wrong branch
added muzzlebrake and muzzleboost models / materials / prefabs
added 3rd person animations for several weapons ( bolt_rifle / smg / m249 / semi_auto rifle / rocket launcher / pump shotgun )
changed some of the player animations to synch up better with the world model animations
fixed attachment points for semi_auto pistol
█▆▅▍ ▊▌█▍▇ ▌▅▌ ▆▆▆ ▋▋▍▋▅▆▍▆ █▍▅▄▊▅▇
Tweaked water caustics a bit
Fixed revz underwater thickness
Fixed water catcher physics layers (RUST-839)
Water catchers use RendererLOD
Disabled player and projectile collision on all farmed plants
Fixed water catchers using the protection properties of metal building blocks
Fix for PhysicsEffects error when collision.contacts is empty
Added layer.toggle, layer.show, layer.hide and layer.culling admin console commands
Fixed weapon attachments being invisible when attached to weapon that is currently held
Cleaned up some code that dealt with the weapon attachment disabled flag
Fixed being able to place boxes partially inside walls (RUST-908)
Fixed admins getting AH violations when disabling admin cheat while moving very fast
Fixed taking damage when entering water while using admin cheat
▇▊▆▊▄██_▅▆▍▉▇▊▊▅▍█ ▄▆▉▆ ▅ ▍▉▄ ▉▉ ▌▄▍▉ ▆▉▇▋█
▌▇▉▇▉▉▄_▊▅▉▌▉▄▅█▇▄ █▆▅▅ ▌ ▌▆▍▍▊▆▋▅▅▍▅▆
Fixed muzzle mods missing from asset bundles (RUST-963)
Building blocks store a unique building ID (all building blocks that belong to the same building have the same building ID)
Network++
Updated plugins VS solution to allow compilation with XS
Death screen: bear.prefab -> bear
Ration floating box: fbx, lods, col, textures and materials
Merged from large scale occlusion branch
Switched to using CommandBufferManager to ensure CB ordering
Added large scale occlusion to MainCamera prefab; inactive unless toggled via graphics.lso (experimental)
Fixed lso compute causing leaking during blur
Fixed potential client side NRE
Dome ladder fix
Moved small refineries to renderer lod and fixed a few broken placements
decay.scale convar scales both decay delay and decay duration
fixed an issue with several of the LOD models (for animals and weapons) having extraneous vertices ( due to the normals not being unified )
Merging update for Hapis/Savas islands
Melee distance padding tweak
Fixing some material import settings (as discussed with Vince)
Mortar (need to check shader - it goes invisible when applied)
Patrol helicopter server gibs entity bounds
Fix for invisible materials in empty scenes
Most deployables now have a two day decay delay and a two day decay duration (from 1 + 2)
Flooding protection tweaks
Increased maxflood convar default value
Updated amplify occlusion; faster/better bilateral blur
▊▉▄▉▌▌▇▄▇ ▉▅▍▊▆▇▉ ▇█▊▋▊█ ▆▄ ▌▊▊███▌█▊ / ▍▇▌▅▋▊▌ ▊▉▅█▇▌▄ ▌▆▌▉▇▊▄