111,927 Commits over 3,928 Days - 1.19cph!
flamethrower implementation
building block balance
fireballs can merge
Tree entity client skin instantiation is load balanced
Added clutter layer toggle to F1 dev tools
Clutter layer updates (RUST-772)
Load balancer per-frame time curve tweaks
Tweaked client cycle time (done with testing)
Tweaked client cycle time
Removed some building block overhead when entering a networking group
added animations for the flamethrower's fuel gauge
Disabled far splats on terrain blend shader (affecting rocks/cliffs) on both d3d9 vs d3d11 to test perf discrepancy
Fixed building block placeholders being visible for a short time when placing a building block
fix for water barrels not destroying with foundation
Fixed pp scattering mask uv addressing in d3d9 (#781)
Fixed pp scattering dx9 shader compilation error (#781)
Touched ocean and river shader
Fix for q1 parallax artifacts on steep rocks (#755)
Fixed camera depth mismatch affecting scattering on transparent surfaces
Don't evaluate neighbour entity links until they're used
Log entity linking progress on server startup separately from the stability support initialization
More compilation warnings
Fixed water/shore bug introduced in
14228
Increased client per-frame message processing time
waterbucket disconnect fix
Fixed compilation warning
Merged-in terrain shader shuffle/cleanup from prerelease
More water code cleanups + micro opts
Touched a few shaders just to be sure
loot tables + manifest + item costs (bucket/barrel)
merge into main
protocol++
reduce ambience emitter activation range a bit (better perf in areas with dense foliage)
Merged perf shit from main
Driftwood no longer spawns on rocks
AmbienceManager update tweaks
Fixed options opening with wrong tab selected
perf 5 displays frame time
Merged-in water changes and optimizations from main
Updated backend shader code to b14 (tiny changes)
Merged-in shader changes from main
Removed emission from rust/terrainblend to fit sampler limit
Shuffled terrain pvt fetch code to fit within temp register limit
Update AmbienceEmitters from AmbienceManager so we can leave emitter scripts enabled and use OnEnable to update emitter positions when pooling
Make sure all in world ambience emitters are flagged as static
Reapplied sky reflection hack to atmosphere shader
Time of Day update (directional scattering occlusion, cloud coloring parameter)
Fixed a number of issues with the cloud billboard textures
tech tree:
- draw icons
- don't drag recursive unless shift etc down
Replaced nearly all runtime Camera.main calls with MainCamera.mainCamera
Trying to get rid of phantom overhead; got rid of some Camera.main and Profiler.Begin/End calls