111,741 Commits over 3,928 Days - 1.19cph!
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
Fixed surface dimensions mismatch error when resizing viewport
Moving stuff
Cave gravel models/Prefabs
Cave small rocks prefabs
Material tweaks, dressing
cherry picking diogo's fix to 4way blend
rock_ledge model/textures/LODs/COL/Prefab
Fixed spec/metallic blend layer toggles not activating keywords
Merge from ambient_light_volumes
Added first version of rust/std 4-way blend shader (RUST-1284)
Removed some more legacy shader params; cleanup
Disabled terrain quality affecting shader lod; keep shader level as master LoD control for consistency between terrain and objects (RUST-1280)
merge from ambient light volumes