33,905 Commits over 4,171 Days - 0.34cph!
fixed local tracers showing up for one frame on close objects
fixed muzzle flashes sometimes not casting real light
fixed weird glow on other peoples heads when shooting
projectile optimizations (improves fps with lots of gunfire)
tweaked the ironsights on the bolt rifle
fixed alignment on the ak47 iron sight
Fixed players sometimes appearing with wrong name, gender or skin tone (RUST-981)
Reset entity position lerp curve when lerping is disabled
Added stabilityqueue and surroundingsqueue convars (time building stability + surroundings are allowed to take)
Reset lerp smoothing whenever entity lerping is snapped to the end point
Initialize lerp start position whenever entity lerping is started
Retired ItemIdentity (no longer used, removes a bunch of overhead)
Fixed various issues with player model pooling (still disabled by default)
Fixed some climate blending OnGUI hack failing to compile when setting editor to server-only
Enabled player mesh pooling by default on 64bit systems
Experiment: Alternative to BroadcastMessage.OnParentDestroying
Optimized SkinnedMultiMesh LODGroup stripping
Optimized SkinnedMultiMesh GetComponentsInChildren calls
Applied the optimization of OnParentDestroying to OnPostNetworkUpdate and OnSendNetworkUpdate
Forgot to include two files
Moved more SkinnedMultiMesh stuff to prefab preprocessing
old bone armor no longer drops
All explosions have their own unique sounds now
Fix a bunch of explosions having a second c4 sound on one of the smoke particle objects
General explosion sound polish
Fixed campfire and furnace particle effects playing on spawn
Fixed some issues with player pooling (introduced by moving stuff to pre processing)
Fixed rig error when prefab pre process is being called twice
Fixed OptimizeAnimator never clearing its renderer set (breaks player mesh pooling)
More logging for rig bone caching
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Reduced the effective combat range of pistol ammo slightly (from 80 to 60)
semi auto pistol damage reduced to 40 (was 50)
Fixed NRE when trying to upgrade building block after it was destroyed (RUST-1298)
Fixed OptimizeAnimator renderer set clear
Fixed NRE when trying to rotate building block after it was destroyed (RUST-1299)
Fixed player mesh rigging sometimes being temporarily corrupted
Added print_rigcache console command
Fixed editor-only deferred mesh decal code intefering with in-editor profiling
Nuked some editor heap allocs in terrain texturing
Fixed warnings in climate
made the SMG ironsights more precise (easier to aim)
Fixed miner's hat and candle hat not working after initial use (RUST-1301)
Disabled terrain quality affecting shader lod; keep shader level as master LoD control for consistency between terrain and objects (RUST-1280)
Added first version of rust/std 4-way blend shader (RUST-1284)
Removed some more legacy shader params; cleanup
Merge from ambient_light_volumes
Fixed spec/metallic blend layer toggles not activating keywords
Fixed surface dimensions mismatch error when resizing viewport
Full grass displacement rewrite (now faster and better looking, disabled by default for further testing)
Moved deferred decals to rendering folder
Retired displacement layer (no longer needed)