121,772 Commits over 4,048 Days - 1.25cph!
Added terrain check system (similar to terrain anchors but without adjusting the position to fit)
Added terrain checks to lighthouse
adding cave_medium_medium layout and files
adjustments to cave_well_c room jump
flame turret with textures, materials, gibs, col, prefab etc
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)
Stripped Xp system (properly)
Fixed devs/admins not being devs/admins
cave_medium_easy terrain trigger fix at exit2
added more headspace for a jump in canyon room
Fixed water vis trigger handling non player objects + potential timestamp collision
cherry picking from
16720
small holes in a sewer mesh closed
Fix for RUST-1326 / Hapis sewers/drains terrain trigger mess
military tunnels scene misc fixes
Fix for RUST-1283 / Fall through terrain at military tunnel
Netgraph can only be used by admins and developers (RUST-1327)
Hide out of date servers for real
updated the spawn amount of caves
adding cave_medium_easy layout and files
Fixed potential NRE in FootstepEffects
Fixed box collider of local player being enabled after respawn (forcing player in random directions)
fixed a couple of bugs in cave blocks
adjusted killing spikes rates for a total kill upon fall
water visibility trigger debug code
cave_small_hard layout and files
Merge from dangerous_optimizations
Warmup player animators when they switch to enabled (fixes animation state when players become visible)
More cleanup + can fly helicopters
PlayerModel cleanup, optimizations and fixes
Saved redundant fetch+sampler in a few water related passes
More water displacement on slighly inclined terrain
Fixed water visibility trigger overlap cases
Added pooling to player collision, model and name tag
Add player LOD group in prefab preprocessing rather than ingame
Don't build player meshes until they become visible
cave_small_medium layout
3 extra cave blocks to add granularity