111,707 Commits over 3,928 Days - 1.18cph!
Building privilege is also checked at the construction placement position, not just at the player position
Added SSAO distance fade to far values; e.g. smaller radius in viewmodel
profile samples for GamePhysics
rolled back to 5.4.0p1
Merged foliage shader fix
Fixed foliage displace shader d3d11_9x compilation error
Ore veins WIP textures and decal prefabs (gold and uranium)
Glow worms textures and test models
Adding cave dressing scene
cherrypicking the deferred decal shader fix
Holding a hammer also enables the building blocked message
Building blocked message is only shown when in building mode
Attempt to fix gbuffer channel interference in decal shader
Fixed deferred decal shader writing roughness instead of smoothness (error on docs)
cherrypicking the deferred decal shader fix
Changed decal/deferred-decal emission intensity property to hdr color value and fixed it not being applied
Fixed
progress - vertex painting
Reviving line of sight check is more forgiving such that it doesn't cancel immediately when losing focus
trying to untangle crap 2
trying to untangle crap 1
Optimized coarse height and slope map generation in standalone builds
Made terrain height and normal textures readable at runtime (required for coarse map generation)
Added grass displacement toggle to graphics options
Reduced resolution of coarse terrain height and slope maps
Fixed all grass appearing displaced with grass displacement disabled (for real)
Fixed foliage displacement NRE when leaving server
Fixed all grass appearing displaced with grass displacement disabled
Exposed high resolution terrain height and slope maps to shaders
Grass displacement now also works on big maps
Fixed DX9 white player in player preview (RUST-1294)
Fixed pvt not disabled in lowest shader levels
Potential fix for crashes when switching servers (RUST-827)
Updated native binaries: added dev request cancellation
Fixed lighthouse LOD uvs and reduced material number
Added shader parameter for displacement height to grass shader + material
Retired displacement layer (no longer needed)
Moved deferred decals to rendering folder
Full grass displacement rewrite (now faster and better looking, disabled by default for further testing)
Lighthouse loot spawn setup and LOD cleanup
Cave roots and ivy: texture set/material
Lighthouse collision fixes