127,574 Commits over 4,109 Days - 1.29cph!
Better player rigidbody stripping (massively reduced client rigidbody count)
Better prefab pool rigidbody handling (this isn't used by anything)
Server side player rigidbody fix
Shader keyword cleanup & opt + adding back features
Shader parity with main branch + more 5.6b3 updates
Deprecated parallax mapping on std shaders until further notice (terrain only for now) + updated mats
sleeping/wounded, cleanup,
More main branch shader parity
Merged updated player animation rig
Removed a few more keywords that will never be used
Removed overkill transparent shadow spec-based alpha mod from 5.6b3
Electrical boxes/LOD/COL/Prefabs
More variant reductions without losing shader features or instancing
Grass shader parity with main; now deferred only
ST shader compilation fix
Script compilation warnings
Fixed missing scripts in some prefabs
Added deferred mesh decal mrt blending fallback for d3d9 and legacy gl
Single-pass shore refl occlusion and caustics using mrt blending; kept two pass fallback for d3d9/gl
Fixed water refraction on dx11
Resource spawns check for players in a radius
Resource spawns can use terrain anchors, checks and filters
SpawnGroup and BaseSpawnPoint are IServerComponent
FoliageDisplacement is IClientComponent
Resource spawns check for constructions in radius
Added terrain anchors to junkpiles
Removed RealmedRemove from junkpiles (handled by IClientComponent / IServerComponent + Client Cull / Server Cull)
Updated layers on junkpiles (World is for static world objects, not entities)
Implemented Network.Read.Seek
Added RecalculateBounds context menu to entities
Recalculated entity bounds on all junkpiles (RUST-1524)
Fixed AnimatedBuildingBlock.PutAnimatorToSleep errors
Electrical Box pivot change
Replaced placeholder trucks and electrical boxes
Scene2Prefab
Run preprocess on "map entities"
Fixed no player corpse