33,568 Commits over 4,140 Days - 0.34cph!
Network allocation tweaks
More memory optimizations
Fixed NRE in SQLite
Fixed SendMessage being used to call OnAttacked instead of calling directly
bonus obeys maximum limit
Updated Facepunch.System to latest
Added more stats to serverinfo
Fixed placement ghost flickering due to rain
Merge from prerelease (gunplay reboot + music system)
Are scene names case sensitive?
Fixed vertexlit blended shader not getting proper lighting
Fixed water drop refraction (fish trap)
Added "Particles/VertexLit Additive" shader
Fixed fishing trap caught VFX visible at night (RUST-1136)
Removing music assets because Unity
Removing music prefab because Unity
Removing music code because Unity
Tweaked ocean caustics animation
Merging from temporal-aa branch
. completely revamped xp earner categories
. max xp you can earn from any player clamped to 6
. xp earned from other players tapers off the more they earn for you
. xp from using resources for crafting removed
. diminishing xp bonus for crafting an item ( max 1xp total )
merge into main
Temporary workaround for nonJitteredProjectionMatrix on b21
Removed custom motion vectors shader from temporal-aa folder
Prefab name lookup optimization
Unity 5.4.0b25 (to see if it fixes build server crashing)
Moved raknet to its own dll
Updated native libraries
Cache BaseEntity.ToString()
Raknet test
Timewarning - do nothing when not enabled at all in release builds
Fixed temporal-aa legacy opengl compilation errors
Fixed motion vector issues when tssaa is disabled
b25 speedtree shader update (won't break earlier versions)
Fixed player model state updating too often
Stopped animals sending network update every few ms for seemingly no good reason
Fixed NotImplementedException
Fixed a buttload of warnings
Fixed exception on stream.Position
Netgraph, disabled by default
Check protocol version after the branch since the Steam beta kick message is easier to understand
Rocket LOS check improvement (RUST-1139)
Fixed motion vectors disabled when moblur was disabled; now checking for temporal-aa as well
Experimental tssaa motion based feedback factor scaling (sharper in motion)
Switched tssaa sampling to halton_2_3 (8TX)
Slight tweak for even more sharpness
Lerp fix, assuming it works without testing