33,529 Commits over 4,140 Days - 0.34cph!
Fixed OptimizeAnimator never clearing its renderer set (breaks player mesh pooling)
More logging for rig bone caching
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Reduced the effective combat range of pistol ammo slightly (from 80 to 60)
semi auto pistol damage reduced to 40 (was 50)
Fixed NRE when trying to upgrade building block after it was destroyed (RUST-1298)
Fixed OptimizeAnimator renderer set clear
Fixed NRE when trying to rotate building block after it was destroyed (RUST-1299)
Fixed player mesh rigging sometimes being temporarily corrupted
Added print_rigcache console command
Fixed editor-only deferred mesh decal code intefering with in-editor profiling
Nuked some editor heap allocs in terrain texturing
Fixed warnings in climate
made the SMG ironsights more precise (easier to aim)
Fixed miner's hat and candle hat not working after initial use (RUST-1301)
Disabled terrain quality affecting shader lod; keep shader level as master LoD control for consistency between terrain and objects (RUST-1280)
Added first version of rust/std 4-way blend shader (RUST-1284)
Removed some more legacy shader params; cleanup
Merge from ambient_light_volumes
Fixed spec/metallic blend layer toggles not activating keywords
Fixed surface dimensions mismatch error when resizing viewport
Full grass displacement rewrite (now faster and better looking, disabled by default for further testing)
Moved deferred decals to rendering folder
Retired displacement layer (no longer needed)
Added shader parameter for displacement height to grass shader + material
Updated native binaries: added dev request cancellation
Potential fix for crashes when switching servers (RUST-827)
Fixed pvt not disabled in lowest shader levels
Fixed DX9 white player in player preview (RUST-1294)
Fixed foliage displacement NRE when leaving server
Fixed all grass appearing displaced with grass displacement disabled
Exposed high resolution terrain height and slope maps to shaders
Grass displacement now also works on big maps
Fixed all grass appearing displaced with grass displacement disabled (for real)
Reduced resolution of coarse terrain height and slope maps
Added grass displacement toggle to graphics options
Made terrain height and normal textures readable at runtime (required for coarse map generation)
Optimized coarse height and slope map generation in standalone builds
Reviving line of sight check is more forgiving such that it doesn't cancel immediately when losing focus
Changed decal/deferred-decal emission intensity property to hdr color value and fixed it not being applied
Fixed
Fixed deferred decal shader writing roughness instead of smoothness (error on docs)
Attempt to fix gbuffer channel interference in decal shader
Building blocked message is only shown when in building mode
Holding a hammer also enables the building blocked message
Fixed foliage displace shader d3d11_9x compilation error
profile samples for GamePhysics
rolled back to 5.4.0p1
Added SSAO distance fade to far values; e.g. smaller radius in viewmodel
Building privilege is also checked at the construction placement position, not just at the player position