108,468 Commits over 3,867 Days - 1.17cph!
Terrain triggers are now on appropriate layer for all dungeons
Fixed dx9 inverted normals / broken reflections and ps_2_0 related errors
Switched to using post-opaque as depth target during water depth pass
Fixed escalating load times on larger maps
Added quad rasterizer to base terrain map class (rasterizes two triangles in a single pass)
fix for decay reset when repairing
Fixed cheat reporter setting reporting player's entityid instead of steamid
Reverted grab pass save; overlooked something
Undone
13766 (fixes weapon mods)
Fix for RUST-654 (turret roof exploit)
Fixed screen space normal texture frame delay when coming back from lower quality levels
Saved one grab pass in ocean depth pass cmd buffer
Automatically writecfg after changing vars in the console/binding keys
initialize conditional models on server start again
Billboard trans texture size (sorry guys)
Reset building priv flags on die/spawn
Overflowed large furnaces shoot items out of its chimney
Merge from save115
HapisIsland, procedural generation and dungeon updates
Reject rivers on extreme slopes
Did the same trick on military tunnels
Rock formation prefab updates
two sided shadow casting for sewers prefabs
scene2prefab
First pass at item pick/drop ui sounds
Bush/tree ambience tweaks
Rock heightmap adjustment tweaks
Fixed underwater rock spawn rule
Fixed iceberg spawn rule
Rock clutter and cliffside tweaks
Zero overdraw screen-space reflections (1 spp, hq only); important when displacement is everywhere along frustum depth
Removed parts of deprecated code
RUST-51: Excess Low Grade not been refunded when placed in hats.
client.disconnect called before trying to join another server
Can't interact with lock while door is moving
Default option when looking at lock is to open door (hold down USE to get full options)
Fixed ragdoll head stretching
Small steam inventory icons are now 200x200 instead of 128x128
Implemented new mesh for ocean; finer lod scaling; no fog issues
Fixed simulation stepping; tweaked ocean sim params
Smoother near plane displacement attenuation
Temporarily disabled SSR
lagged out players will no longer spam all the shots they fired while lagging in one go
fix for lag switch exploiting
fixed bug where explosive rounds would not deal splash damage to impacted targets
Trainyard monument topology fixes
Added Tint Splat selection to Biome Layer in Rust/Standard shaders
Hardcoded road tinting to dirt splat layer