114,798 Commits over 3,959 Days - 1.21cph!
Can once again sprint while reloading the crossbow bringing it in line with other projectile weapons
Disabled terrain shader uvmix/far-splats unless pvt is enabled
Enabled uvmix/far-splats on terrain-blended meshes when pvt is enabled
Arid biome colors.
Added a headache to myself.
Increased timeout minites to 20
Removed 150 more megs of speedtrees we don't need.
Deleting more tree stuff.
Merged sharpen and vignette into one effect; 30% faster (0.15ms)
Builder, attempt to detect freezes
Added a downsampled source toggle to our custom bloom; made it 25% faster
Added bloom debug option
Fixed layer toggle with no name in F1 tools
Nuked SENaturalBloom from third-party since we're only using the dirt textures on our custom bloom
Tweaked motion blur default sample counts to low=8, med=16, high=32; switched to med by default to save 20%
Added non drawing graphic for imageless raycast ui
Updated HUD to skip drawing of invisible fullscreen quad; saved ~0.1 ms
PositionLerp and BoneFollower no longer conflict with each other on parented entities
Projectiles can be picked up immediately after they hit something
Fixed revz not default to 1 when client cfg is missing
satchel charge model, materials and textures
changed beancan material values
Attempt at fix for TSSAA flickering while changing items (RUST-1186)
combatlog correctly displays the latest 30 entries (use combatlog 100 until this is live)
Fixed broken Hapis lake waves (RUST-1178)
Added proper lake support in water2; dedicated material, etc
Added edit-time placeholder river+lake materials to hapis
Tunnel peekaboo glitch fix
Scene2Prefab
Unity launch vars, the same as old builder
Cleanup bundles folder properly when building
Fixed potential issue with commandbuffer ordering
Fixed twig strong side not receiving any damage from arrows
Benchmark scenes force Random.seed to be identical on every run
Fixed duplicate colliders on some picture frames (RUST-1184)
Fixed glow around player preview (RUST-1179)
Converted player_preview lights to spot instead of direct
Added SMAA to player_preview
Improved skinned mesh collider performance by doing a trivial reject against the mesh bounds