111,835 Commits over 3,928 Days - 1.19cph!
Fixed SSAO command buffer ordering to avoid seethrough on forward opaque objs (non-rust/std)
Converted all standard shaders dungeons/monuments materials to rust/standard type
Fixed pink sky in legacy opengl mode
Fixing skin shader in opengl modes (wip); small optimizations
roads textures - some extra polish, overall less noisy
Fixed missing official servers
Fixed missing official servers
lookat uses spherecast instead of ray
Fix for RUST-434 - Satellite dish - Unable to walk up stairs
Added new SSAO implementation and replaced the old one
Fixed missing prefabs (broken references) in SatDish scene
Prefab update
RUST-474 - Missing concrete wall collisions
Added RUST-462
Fixed RUST-471 (presumably)
road sidewalk blend mask polish
vertex normals alignement fix - road piece
asphalt and road_decal gloss map polish
road round layer material fix (wasn't deep enough)
Load modded/community server list from single source, to avoid ddosing ourselves
merge of roads and railroads progress from pre-release
Prefab scenes update
Roads dont cast shadows
Disabled projectile penetration on players (for better damage predictability, related to 12922)
Touched speedtree shaders; also using rust/standard brdf
Switched to analytic preintegrated skin/sss brdf approximation; added curvature; fixed subsurface normal not getting detail layer; tweaked materials
Moverd skin shader back into deferred path (had to remove fuzz)
Touched all shaders using rust/standard brdf
Simplified player colour skin lut
SSR early out on occluded water pixel
train wagon greybox UV update
Updating greybox meshes to have proper ground UVs
RUST-449 - Fixed broken path to pipe colliders
semi auto clipsize changed to 16
bullet speed reduced
damage slightly increased (roughly 25 per shot)
semi auto rifle does less damage but bullets move faster
player uses updated skeleton, more even damage scalars
Semi_Auto Rifle : shortened the blend time between reload --> idle ( fixing the weirdness that occurs when player goes into ADS after reloading)
Implemented goosey's silencer model
Implemented goosey's holosight model
Fixed issue that could force LOD0 to always be visible
Dummy LODBatch script (to fix warnings without messing with Vince's changes)
Fixed error spam on connect
Fixed seams in foam noise texture
More foam options; parity
sidewalk textures
final road models (still needs a LOD pass)
dungeons tweaks/updates for roads