111,829 Commits over 3,928 Days - 1.19cph!
Hotfix for the death loading hang.
Shader revert because rocks, and manifest.
remaining pre-merge fixes
glsl workaround for rivers
Lighthouse texturing progress
Added a few innocuous workarounds for glsl challenged drivers (glcore); touched relevant shaders
Static doors prefabs (unopenable)
Minecart wip
Plugged plenty of holes in my meshes
Military tunnels scene work backup
Nuked terrain dummy addpass
Added biome tint mask property to rust/std and rust/std decal shaders
Merged back deferred mesh decals
Military tunnels scene work backup
Crystals prefab with smoke and light for tunnels (static)
Optimized ragdoll update visibility bounds with distance-based update freq; moved to optimize animator
Subtracting deferred-mesh-decals rollback into a branch
Deferred mesh decal rollback
BuildPrefabs: Try moving a file 10 times before failing
Fixed decals not working properly on build
Deprecated LightCloneShadow hack + removed script + updated skydome prefab and shaders
Fixed mesh decal zwrite and blending modes
made a buch of things researchable (like doors/ladder hatches) that weren't before
moved most barricades to common/uncommon tier (instead of rare)
reverted hitmarker sound (sorry @alexr!)
removed darkening on holosight lens
fixed candlehat/minerhat not being visible in first person
Updated remaining (hopefully) structure prefabs to mesh decals
Hopefully fixed a case where the player view direction was not shown correctly to clients (RUST-1154)
Remaining materials to mesh decals
Updated parts of water plant, satellite dish, powerplant, warehouse, airfield to mesh decals
Timber mine model set WIP
Blend mask for rock_cliff_b
Military tunnels scene work backup
Updated a few prefabs and materials to the new mesh decal workflow
Fixed some camera related errors in decal mesh renderer
Removed redundant visibility check in deferredMeshDecal
Fixed server error can't remove MeshRenderer because DeferredMeshDecal (RUST-1237)
Increased effective distance of rifle bullets
Adjusted bolt action damage so coffecan helmets let you barely survive one headshot (as they did before the damage buff)
updates to thrown weapon anims & transitions
Fixed some GC spam from auto turrets