111,820 Commits over 3,928 Days - 1.19cph!
Building block skin pooling is also load balanced
Building entities have higher destruction priority than other entities during deferred destruction
Slight brdf optimization for the skin case; ajusted subsurface normal max lod and compensated a few skin materials
Improved handling of skin deferred surface scattering, paving the way for free generic thick transmissive surfaces (wax, rubber)
Cleaned up shader code, paving the way for upcoming hair shader
Nuked deferred reflections shader
Deferred entity destruction tweaks
Some changes for more accurate profiling
tightened up the animations on the LR300 reload / deploy
added a new reload animation for LR300
tweaked the sights on the LR300 so they sit lower and line up better
Savas:
Loot chests are not empty half the time.
Added all weapon augments to the loot tables.
Loot shacks are done gazing at the sky.
Added double barrel shotgun and M249 to the tier 3 loot.
Medishacks spawn twice as many crates.
Medishacks also spawn food crates.
Food crates don't spawn rotten crap.
Probably forgetting something too.
Updated lighting prefab for monument scenes with latest camera / skydome
Optimized entity realm list access on both client and server (FindInGroup + GetEnumerator)
Load balanced destruction of all client side combat entities
Added maxreceivetime convars for pool testing
Fixed missing building block placeholder mesh on pooled building blocks
made some code changes to allow the LR300 to hide the ironsights when a holosight / scope is attached
Improved skin brdf sss quality by fixing omission; touched relevant shaders
LR300 ass rifle viewmodel / worldmodel prefabs + sounds
Craggy fixed.
Standard Savas runs.
Deprecated TerrainPaint script
Added pooling support to storage containers and doors
Added ResetState to BaseNetworkable (meant to reset entity to instantiation state)
Moved other savas to its own bundle.
Fixed stretched river flows in hapis island (RUST-1036)
Enabled sound pooling by default on 64bit systems
Fixed several "Cannot play disabled audio source" warnings
Fixed players blur visible behind walls; affecting MB and TSSAA (RUST-1206)
Maybe fixed the occasional red error text.
Train track biome tinting + some albedo brightness tweaks
Hotfix for the death loading hang.
Shader revert because rocks, and manifest.
remaining pre-merge fixes