127,178 Commits over 4,109 Days - 1.29cph!
Disabled dynamic non-uniform scaling on cliff meshes (physics system regression made this very slow)
Network++ (dev servers might warn when loading a save, but no forced wipe)
Fishtrap models, LODs, COL, Gibs and textures
Icon update, prefab update
Updated the fishtrap size (-25%)
Changed default Standard and Standard spec override shaders to std/rust path
Updated main camera component
Current entity decay state saves and loads on server restart
Decay uses less memory on the server (meaning we can add it to everything)
Building block decay correctly resets when fully repaired
Fix rain surface ambience not playing
pivot orientation was reset on fishtrap gibs
fixed looking into fishtrap resetting timer
fishtrap traps faster
added footstep sounds to all the sprint animations
fixed bug with players popping from stand up --> sleeping pose as soon as you walked close to them (the animator was disabled)
fixed sleeping orientation so it aligns with terrain better
tweak the playback speed for some animations
fixed the player_model to use the proper animation controller
Fixed viewmodels spazzing out for one frame when deployed
Pause load balancer while a ton of network packets have to be processed (perf + RUST-836)
Nework decay timer to client as well
Added rust/stdwire shader to replace custom/wire; powerline cables now cast shadows
Removed deprecated conditional defines
Quick cloud fix for outdated AMD firepro drivers on glcore/windows
Matched bone scaling to what it was pre-patch
Water well deployable files (models, LODs, COLs, Animation)
Moved constant param computation to cpu; reduced per-vertex alu
Fixed remaining sky issues
Fixed incorrect near plane
Added revz toggle; default off
Made some code revz agnostic
OSX protobuf generate script
Fixed being able to repair things with just wood
Water desalinator deployable files (models, LODs, COLs,Gibs)
Missing gibs for the water well - prefab update
loot through walls/flame spawn fix
Added rust/std version of grass
Fixed water reflections on revz enabled
Patched most remaining shaders to support revz; transition now seamless, getting ready to merge
Grass material to new shader
Fixed plant entity leak when their happiness was stuck around 0 (could be caused by genetics or environmental conditions)
Fixed plants skipping their dying skin when exceeding their max number of seasons
Plant skins use prefab pooling
Plants can specify whether or not to switch to the dying state when harvested for the last time
ResourceRef refreshes when no GUID has been saved before (i.e. when changing GameObject to GameObjectRef in code)
Fixed atmosphere shader to work well in both modes
Added graphics.revz toggle command
Cleaning up
Plant server convars actually do what they claim to do
Fixed plant planting and harvesting particle effect rotations