30,783 Commits over 3,867 Days - 0.33cph!
Fixed another UpdateLookingAt performance issue (RUST-653)
Hit tests can specify whether or not multiple hits on the same skinned mesh collider should be returned
Restart calls quit after timer reaches zero (to guarantee consistent behaviour)
Merged ambience & warmup benchmarks to main
Added procmap.pvt benchmark (should this be enabled by default, or should we get rid of it)
the player now holds the guitar properly in 3rd person
perf 6 displays async task status
Handle out of range AmbienceEmitters in AmbienceManager.Tick instead of OnCullingGroupChange (more reliable + better CullingGroupSendEvents perf)
Building block despawn optimization (when leaving network groups)
Slight tweak to out of range AmbienceEmitter deactivation
Fixed missing icons on small furnace
Ensure AmbienceEmitters always fade out on deactivation
Don't defer player model instantiation (RUST-819, RUST-825)
Fixed memory leak / performance drop-off in ParticleEmitFromParentObject
Enabled ocean tesselation in water q=1
Added graphicsDeviceType to hardware info, so we can bucket based on dx9/dx11/opengl etc
Fix RUST-580 - Able to loot/kill and see players and some deployables underneath sheet metal floors
Added detail map to Furnace materials
Fix for RUST-503 - See through joining gap - armored floor/ceiling on low settings (LOD)
Fix for RUST-572 Ladder Hatch appears closed from short distance
Fixed BasePlayer.OnSignal being able to NRE (which disconnects players)
metabolism changes, lose calories slightly slower when harvesting
Hopefully closing RUST-795 this time
fixed bug where the bow/crossbow displayed the metal arrowhead by default
Chat message objects are pooled (less GC)
Fixed potential chat message overflow
Fixed health bars on animals not appearing (RUST-814)
water barrel dispenser fbx, collision, materials (cloth) etc
phrases, manifest, loot tables, et al
Map masks for water drinking feature.
Added GetDepth to TerrainWaterMap for Helk
fixed orientation of arrowhead on the crossbolt viewmodel
improved the bear attack animations
improved the horse attack animation
tweaked the blend values for the horse and bear so they transition a bit smoother out of certain anim states
Fixed building block health not showing
Player self interaction menu baseline
C4 can no longer stick to other C4
Projectiles change path when penetrating objects (projectile refraction)
flamethrower finds fuel placed on belt
Don't pop up results for automated benchmarks
Add scm changeset number when building
Include unity version info in benchmark results
BasePlayer.ClientInit uses load balancing for mesh creation and prefab instantiation
Fixed regression on RUST-793
Fixed some deployables being placeable at extreme angles