127,524 Commits over 4,109 Days - 1.29cph!
no radiation spheres on client
Animal skin prefab cleanup (memory usage)
Fixed UpdateLoot being called from other players
Added find materials tool ability to filter by keywords and find assets that reference a material
Fixed player preview not rendering
added the car wreck and junkpile art to junkpiletest
Enabled prefab pooling on some effect spawns that weren't using it
Fixed particle systems on impact effects sometimes not playing
Reduced overall client side player collider and rigidbody count by a third
Caves now spawn minecarts as well as mine crates that contain loot
Adding minecart_loot models
Adding some loot minecarts and minecrates to military_tunnels
Repair bench cannot be used to block off windows and see through them (collider accuracy)
Standard override shaders no longer having duplicate code; now referencing their rust/std counterparts directly
Removed rigidbodies from radiation sphere triggers (server physics perf)
Particle system culling tweaks
An attempt at fixing remote players not animating movement on Cargo Ship (same solution as for NPCs).
Fix for invisible rock when thrown (1508)
Fixed various effect (mostly explosion) prefabs being fucked up and breaking when pooled
Fixed mysterious "smoke_2" prefab warnings being logged
Log warning when component on pooled prefab was destroyed
Fixed rocket_explosion prefab being fucked up and breaking when pooled (another smoke_2 warning)
Destroy & recreate AudioReverbZone componets when culling instead of just enabling & disabling
Remove old FMOD crash prevention recycle delay on Sounds
Fixed profiler leak in SoundOcclusion
Fixed profiler leain in Sound.Play
Fixed profiler leak in AmbienceEmitter.GetBaseSound
Removed some garbage from effect message receiving
Adding new junkpiles to the spawntable
Removed usage of TextVariable (gc)
Removed usage of FilledImageVariable (gc)
Optimized Vitals updating (allocations)
Pickup/drop notice optimization