125,569 Commits over 4,171 Days - 1.25cph!
Fixed missing lighthouse material
Better frame rate independence for fully automatic weapons
Keep displayed and reported performance data separately
Update FPS counter in menus as well (only exclude menu FPS from reported stats)
Fixed fucked up variable name in FlameThrower.cs
RUST-1255 Fix attempt ladder hatch
RUST-1254 Fix attempt stone doorway
fixed digitalcamo skin messing up holosight
Improved standard lighting extension support for rust/std shaders; forward cases
Added vpos to free up one interpolator in certain cases
Added dither opacity mask for when using temporal-aa; fallback to cutout mask; shadow compatible
Added dither opacity mask base component (singleton) to main camera prefab
Added first version of rust/standard-hair shader; spec, kajiya-kay, not physically accurate
Spiral stairs block - proof of concept
Fix for motion vector shader mishandling non-HasLastPositionData; fixed particles getting extreme/wrong blur
Fixed occlusion on standard lighting overrides; now handled by lighting func
Fixed rust/std shader inspector layer open/close states in multi-materials
Added fuzz layer to rust/std-hair + increased exponent range + using per-pixel normal for aniso vector calc
added bone armor suit
disabled other bone armor types
added cactus flesh item
Improved bone armor textures
Correct over/under for bone armor/mask
Merge from prerelease, hold on to your GPUs
Evac pipes in canyon now cull
MT roll up doors now cull
fixed some facility rooms in MT not culling
big numbers decals on walls and doors in MT now cull
fixed a not culling wall block and industrial prop in trainyard
bottom powerplant chimney pillars do not cull (no more floating chimneys)
Added two more projectile rejection cases to combat log
Hit area in combat log is lower case
Lighthouse layout changes and cleanup
Lighthouse monument visual update/polish
Adjusted muzzleboost firing rate scalar to compensate for the full auto repeat delay fix
Fixed swimming being a pain in the ass in the military tunnels
Fix for RUST-984 - Roof prefabs not casting shadows from the sides
Fixed ore spawners in the military tunnel monument
Lr300 gunshot tweaks round 2
Natural Caves greybox set progress (models, calibration)
adjusted the left elbow position on viewmodel for a bunch of weapons ( SMG / ak47 / flamethrower / etc... )
muzzle flash smoke hidden when aiming
weapon fov's adjusted to look more natural
aiming down the sight lowers near clip plane (less viewmodel clipping)
Lighthouse layout update and various fixes
tone down the exagerated movement of viewmodel animations to make the guns look more solid. ( ak47 / smg / thompson / semi-auto rifle )
candlehats and minerhats use half as much fuel