33,529 Commits over 4,140 Days - 0.34cph!
Fixed water vis trigger handling non player objects + potential timestamp collision
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
Disabled water vis trigger for update/wipe; not server ready yet
Fixed river overlap-related reflection issues (RUST-1330)
Tweaked shore alpha fade water material params; touched relevant water shaders
Autoturret can now only hold 556 ammo instead of any item
Erased all traces of the old garbage bone armor
phrases/loot/manifest
protocol++
merge into main
Added collider_capacity and renderer_capacity convars (limit the vertex count of collider and renderer batches)
Fixed players appearing with wrong name tag (RUST-1331)
Stricter flyhack detection (RUST-1320)
Merged lighthouse fixes from dungeon_art_3
Added padding to environment volumes to fix tiny gaps when placed by hand
changes to vending machine
added gibs to the vending machine
Fixed underwater rendering
Fixed water overbrightness due to background fog
Guitar viewmodel
worldmodel + LODS (now drops model instead of burlap sack)
folder now setup in line with other items
Added more rocks around lighthouse/ network ++
Ran scene2prefab to fix missing materials
Disabled some new elements of player pooling to fix missing footsteps, weapon world model issues
Player model footsteps refresh their player reference when taken from the pool (fixes issue with pool.player_model enabled)
Fixed moon rendering black to reflection probe
Fixed players blur visible behind walls (RUST-1341); regression triggered in
16732
Fixed moon darkening on the horizon; less hacky way to handle the revz case
Forcing half res height/slope map until we have decent quarter res precision for foliage displacement
Added support for mesh renderers to wearable pooling
Fixed pumpkin not shown on player after initial use (RUST-1340)
Fixed WaterVisibilityTrigger compile error when set to SERVER in the editor
Moved water scrips from 3rdparty to scripts/procedural/water
Moved water resources and materials to content/nature/water
Moved water shaders to content/shaders/water
Renamed WaterEx component to Water
Moved cginc in shaders/include/standard to shaders/standard/include
Moved cginc in shaders/include/speedtree to shaders/nature/include
Moved grass and std-speedtree* to shaders/nature
Fixed cginc paths in all relevant shaders
mp5 viewmodel and worldmodel prefabs and sound f/x
Added some entity debugging tools (find, find_group, find_id)
Fixed certain entities sending a group changed message before they spawned (which is pointless and ignored on the client)
Log warning when trying to change the group of an entity that does not exist on the client
Entities can opt out of the load balanced game object destruction (makes sense for held entities)
Added entity debug commands to server build as well
Added biome tinting to two-way blend shader (RUST-1342)
Fixed possible NRE in entity find commands
added mp5
LR300 now craftable
phrases/manifest
protocol++
silencer hides tracers
silencer sound max distance is 40m (was 100m)
tweaked the position of the muzzlebrake / silencer on some of the weapons