32,250 Commits over 4,048 Days - 0.33cph!
Profiling, cleanup, small GC optimizations
small rocks & tall grass culling distance tweaks
Fixed broken orientation on particle layer accum; touched all relevant shaders
rock dressing scene update
small rocks distance tweak
Adjusted default buffer sizes of collider groups, renderer groups, foliage groups and LOD cells
Remove foliage groups when they are empty (similar to renderer / collider groups)
Reduced GC allocs in SelectedBlueprint.RefreshBlueprint
Log warning when trying to create attachment on viewmodel without model component
Reduced sky brightness slightly
Fixed material / memory leak in Bradley TreadAnimator component
Ensure EffectRecycle doesn't invoke Recycle more than once when onParentDestroyed is DetachWaitDestroy and playMode is Once (heli explosion fix)
Cleaner pathing
See if nodes can see target by checking main turret height at node
Intelligent target sorting
respawn server convar for testing
Fixed/improved ImageEffectComposite handling of single effect
Optimized water and screen blur overlays
Added centralized ImageEffectComposite to replace redirects and ensure low bandwidth ops
Added ImageEffectTransformsToLDR to ImageEffectComposite (works if final)
Added explicit sort order to ImageEffectLayer
Moved tonemapping + fxaa + sharpen and vignette to overlays (move back on 5.6.2+)
finished most pathing at launchsite for bradley
fixed NRE when killed by bradley
bradley stops shooting dead players
bradley target range increased
Bradley target added when damage received
bradley now spawns at launchsite, broken af
protocol++
Reduced or eliminated GC allocations from Transform.FindChildRecursive (only used by UI)
Viewmodel attachments use Model.FindBone instead of Transform.FindChildRecursive (more efficient since cached)
Removed AttachToBone (unused, inefficient)
Eliminated GC allocs from BaseEntity.UpdateParenting
Updated multiple descriptions
Phrases
Enabled biome tint on lowest high external lod (no mask)
Added packed version of rust/std-terrainblend
Packed rock _cliffs_atlas and road_ground_layer (dependencies)
Added keyword for biome mask texture + added to mats using it + updated shaders
Split some rock occlusion from diffuse (terrainblend now uses separate) + updated mats
Tweaked EntityLink default capacity
Optimized MaterialColorLerp
RenderInfo debug tool no longer duplicates materials when called
Disabled PlanterBox, EmissionToggle, LaserBea, FlashlightBeam and VendingMachineScreen material adjustments since they were all leaking materials / memory
Removed TransformEx.FindChildren since it's super inefficient and now unused
Fixed material / memory leak from mining quarries
Eliminated GC allocs from MaterialColorLerp.RefreshRenderers
Eliminated GC allocs from PlantEntity.UpdateSkinParameters (called from PostNetworkUpdate)
Packed train track and wagon material set (8 materials)
Fixed case where material packer ignores maps that match perfectly
Fixed ignoring non-opaque materials for texture usage report
Re-enabled dynamic batching (too many changes on staging this week, let's compare again next week)
Eliminated needless group creation when trying to destroy an empty network group on the client
Eliminated GC allocs from BaseNetworkable.NetworkDestroy
Packed high external wall LOD material