33,905 Commits over 4,171 Days - 0.34cph!
Ran scene2prefab to fix missing materials
Disabled some new elements of player pooling to fix missing footsteps, weapon world model issues
Player model footsteps refresh their player reference when taken from the pool (fixes issue with pool.player_model enabled)
Fixed moon rendering black to reflection probe
Fixed players blur visible behind walls (RUST-1341); regression triggered in
16732
Fixed moon darkening on the horizon; less hacky way to handle the revz case
Forcing half res height/slope map until we have decent quarter res precision for foliage displacement
Added support for mesh renderers to wearable pooling
Fixed pumpkin not shown on player after initial use (RUST-1340)
Fixed WaterVisibilityTrigger compile error when set to SERVER in the editor
Moved water scrips from 3rdparty to scripts/procedural/water
Moved water resources and materials to content/nature/water
Moved water shaders to content/shaders/water
Renamed WaterEx component to Water
Moved cginc in shaders/include/standard to shaders/standard/include
Moved cginc in shaders/include/speedtree to shaders/nature/include
Moved grass and std-speedtree* to shaders/nature
Fixed cginc paths in all relevant shaders
mp5 viewmodel and worldmodel prefabs and sound f/x
Added some entity debugging tools (find, find_group, find_id)
Fixed certain entities sending a group changed message before they spawned (which is pointless and ignored on the client)
Log warning when trying to change the group of an entity that does not exist on the client
Entities can opt out of the load balanced game object destruction (makes sense for held entities)
Added entity debug commands to server build as well
Added biome tinting to two-way blend shader (RUST-1342)
Fixed possible NRE in entity find commands
added mp5
LR300 now craftable
phrases/manifest
protocol++
silencer hides tracers
silencer sound max distance is 40m (was 100m)
tweaked the position of the muzzlebrake / silencer on some of the weapons
merge from main/soundocclusion
Fixed error in entity find commands when group is null
Do budgeted sound updates via Update instead of a coroutine
Added parent to entity info
Added find_parent command
Bring FMOD crash prevention delay times up to old values
Quick mp5 gunshots for helk
move serialized properties on SoundOcclusion outside of if CLIENT
Cherry picked blend layer fixes from prerelease
Fixed rare-ish infinite loop in SoundManager
Entity find commands return both client and server entities in the editor
updated mp5 silenced attack sound
Merging biome tinting changes and motion vector fixes
Quicker fade out on mp5 voice limiting
Stop extra voices more aggressively when voice limiting
Fixed effect instantiates, console messages and console commands showing up as "GroupChange" in profiler
adjusted the positioning of the mp5 worldmodel and IK holds
tweaked the size of the silencer attachment ( worldmodel )
shortened the buttstock on the mp5 worldmodel so it doesnt clip into shoudler as much
tweaked the mp5 viewmodel reload anims
tweaked positioning of the muzzlebrake and muzzleboost addons (in 1st person)
Optimized coarse height slope map generation; now up to 6 times faster on larger maps
Deprecated foliage displacement slope scale bias
Fix sound pitch bug (hopefully, still no reliable local repro on this one)
Small SoundModulation Init optimization
Tweaks to rain particle effect to improve drop frequency and density
Reduced rain shader fill rate by packing related textures
- Added camera worldmodel, LODS, textures & mats
- Now drops camera model instead of burlap sack