127,433 Commits over 4,109 Days - 1.29cph!
fix for debirs field marker saving/loading
garage door collision fix
fixed elbow / wrist awkwardness on all the player animations
Stopped AI and Player Movement physics layers from colliding.
added Halloween collectables
moved some hair files to correct folders. removed now unused hair cap composite and flowmap textures. created new haircap materials. tweaked hair material and texture values to work better with non TSAA. Added hat morph targets to hair styles.
added missing collectible emission texture
viewmodel import and folder settings
Fixed std/particle error on shadergui
more autoturret profiling
Added particle collision lod to flamethrower and flameturret
Tweaked flame particle collision lod distances
Disabled particle collisions from flies_looping prefab
Disabled particle collisions in plantseed.effect
Finished icesheet meshes and textures
Removed union structs from Rust.Global (now in Facepunch.System)
Converted network stream read / write to get / set bytes via unions
Made RPC parameter handling GC-free
Actual fix for animal collisions.
Fixed error when dropping items
Added cover to the rocket factory ladder allowing safer access to the roof
Reduced sky dome reflection probe resolution to 256
Disabled collisions in world/snow emit prefab
wall.frame.netting double sided for better lighting
X offset to center the net into the frame
Optimized bloom again w/ reduced cpu overhead + slight gpu (lowp) + cleaned
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Removed ladder leading to LS roof and replaced it with a makeshift walkway
Network groups now use ListHashSet instead of HashSet (allows for faster iteration)
Optimized SendSnapshots and FindInGroup by iterating directly over the networkable buffer
Eliminated a bunch of server logging overhead that could cause frame rate drops
Added image effect control over skipping to save redundant blits
Added profiler guards to all image effects in use
Fixed frost / lens dirtiness cpu perf issues in editor
Optimized frost / lens dirtiness post effect for bandwidth (2x)
Added ice sheet debris decals
Fixed NetworkQueueList getting count via Linq (wtf)
Fixed ObjectWorkQueue getting count via Linq (wtf2)
Misc ai tweaks and navmesh grid link updates.
equal chance for all item drops in a tier