111,175 Commits over 3,928 Days - 1.18cph!
WIP office building exterior + interior updates
Actually delete the old benchmarks folder
Fixed exception when playing old demos
Removed benchmark system
Replaced benchmark system
Added CheckBounds to GamePhysics
Latest Facepunch plugin
Fixed nre when checking banned server ips
Added interior greybox to one of the office buildings
Pulled the plug on the rest of our string-style invokes with the exception of ServerMgr, CommunityEntity and DecalRecycle
office building interior a floors greybox
Moved decay processing to a central building manager (no more semi-randomized invokes with dubious performance implications)
Decay now applies to all twig building blocks (higher tiers still foundation only, but can potentially decay if outside in the future)
Fixed AI "look rotation vieweing vector is zero" (RUST-1686)
dropbox version 2: model/material/textures/lods/gibs
northern cave area surroundings
Light intensity correction on water, vertex lighting (approx) and a couple of third-party shaders
Fixed ambient lighting to match brdf and lighting intensity corrections
Deferred shading now supports legacy and core/new brdf simultaneously (transitional)
Octahedron encoding normals by default on core path
Tweaked water shaders to fit recent brdf changes
Fixed command buffer manager sometimes not working properly in edit-mode scene view
Fixed deferred extension sometimes not working properly in edit-mode scene view
Switched deferred extension to command buffer manager instead of ad-hoc
Rocket final models/LODs/COLs/Prefabs - including interior material variations
Don't strip tool cupboard triggers from the client (so demolish / rotate UI options match server side checks)
rocket decals, decal textures, backup
Fixed a tiny pink shell in the SMG viewmodel
Fixed pink SMG magazine in first person
Fixed some missing materials on old workshop skins
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