130,571 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Trainyard terrain fixes, missing collision, water tower col adjustments
 
                
                
                
                
                
             
         
        
            
            
            
                
                Monument loot spawns are allowed to spawn underground if their spawn point is inside of a terrain carve volume
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reduced maximum time per frame to use for clientside network message processing
 
                
                
                
                
                
             
         
        
            
            
            
                
                Train crane collision - missing pipe collision detail
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reticle position, shader, sprite
Mask Clear shader
 
                
                
                
                
                
             
         
        
            
            
            
                
                Powerplant lootcrates placement, statics
Prevent building volumes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Building skin changes are deferred and load balanced to reduce framerate hiccups
 
                
                
                
                
                
             
         
        
            
            
            
                
                Performance.memoryAllocations is stored as megabytes
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Reduced maximum time per frame to use for clientside network message processing some more
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                EffectRecycle optimizations
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated ironsights to use new system (so some of them might be wrong)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated standard and speedtree shaders with latest changes
Renamed Rust-Deferred to Internal-Deferred (default)
Removed Mono.Cecil.dll (seems to be included now)
Updated Mono.Cecil.Mdb.dll to latest
Tweaked quality settings: Simple to 1/2 res textures, Fast to 1/4 and Fastest to 1/8
Updated current version
 
                
                
                
                
                
             
         
        
            
            
            
                
                Moved water depth and post opaque to CameraEvent.BeforeReflections (deferred)
Tweaked underwater terrain spec/refl occlusion
Added projectsettings analytics stuff that 5.2 keeps generating
 
                
                
                
                
                
             
         
        
            
            
            
                
                updated overlay_bleeding maps.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added ghetto-ass support for normal mapped screen overlays
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed server compile error
 
                
                
                
                
                
             
         
        
            
            
            
                
                updated overlay_bleeding_height map to Petur's superior version.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Viewmodel fixups, unification
 
                
                
                
                
                
             
         
        
            
            
            
                
                Water treatment plant, early work
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Reload sounds from other players are audible.
Tweak crossbow reload sounds to match updated animation.
 
                
                
                
                
                
             
         
        
            
            
            
                
                removed footstep fx from concrete/dirt/forest/grass/metal/tundra/wood but left the prefab so triggers still sound.
added stone mesh particles to replace sprite sheet.
removed alternate impact blunt fx's
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed Mono.Cecil shenanigans
 
                
                
                
                
                
             
         
        
            
            
            
                
                Deferred decal updates for 5.2
Deferred decal support for deferred reflection probes
Deferred decal support for SH9 ambient light
Deferred decal support for emission maps
 
                
                
                
                
                
             
         
        
            
            
            
                
                ProjectVersion and ProjectSettings updates
 
                
                
                
                
                
             
         
        
            
            
            
                
                PVT: fixed addressing when using certain non-square caches
PVT: fixed bug in lod computation causing low res mips up close
PVT: switched back to rendering diffuse and normal pages in single pass
PVT: adjusting virtual texture size (and re-init) on quality level change
PVT: fixed virtual texture size computation in low-res quality modes
 
                
                
                
                
                
             
         
        
            
            
            
                
                SpeedTree update script fixes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Entity attachment positions
 
                
                
                
                
                
             
         
        
            
            
            
                
                Projectile prediction tweak
 
                
                
                
                
                
             
         
        
            
            
            
                
                ST: reverted billboard vface compensating for inverted orientation
ST: updated all materials
 
                
                
                
                
                
             
         
        
            
            
            
                
                Explicit case for fake projectiles with a penetration power of 0
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Fixed NRE in projectile prediction if non-authoritative
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Added clientsideEffect and clientsideAttack flags to projectile (for non-authoritative projectiles)
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
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                Missing collision component on trainyard1
Progress on water treatment plant
Extended the sewers greybox set
Water filtering tanks greybox's
Strairs overhang/catwalk greybox
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                SpeedTree asset tools support multi-selections
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed EffectRecycle lifetime calculation