200,682 Commits over 4,171 Days - 2.00cph!
FOR FUCK SAKE time of day/ocean
Crafted items go in belt bar if appropriate
Move to best slot when right clicking from loot
Enabled occlusion culling component on camera prefab; now disabled by cvar
Fixed bad culling when camera eye position was inside test sphere bounds
Updated culling test cpu path
Check for RenderOverride key in Player.__newindex rather than just Entity.__newindex
Automated Linux Build #27
Automated Windows Build #27
Fixed reactive target not initializing animator parameters when streaming in while knocked down (RUST-1418)
Fixed reactive target allocating an array and an enumerator on every network update
Automated Linux DS Build #27
Fixed native buffer readback interop declarations
Slight garbage in TonemappingColorGrading
ToBaseEntity no longer uses dictionary of GameObjects
Removed IEntitySource
Harbor_2 splat painting, junkpile placement, grounds vertex painting
Misc
ItemIcon doesn't really need Update()
GetEntityMenu optimizations
More profiling
Warehouse scene full re-design using the new art
Airfield detail pass in the hangars
FOR FUCK SAKE ocean shader, fixed light attenuation in reflection
Removed a leftover script throwing errors on a light prop
Removed more leftover scripts throwing errors
Rough harbor placement (WIP)
TerrainFilter checks the global object filter in addition to the local filter
TerrainFilter is also checked by decor (if they ever use it)
Adding missing files from VertexToolsPro
Fixed not being able to build
Fixed container_b doors opening being too small
Trainyard older art updated
Some canyon dressing fixes