32,208 Commits over 4,018 Days - 0.33cph!
fix for ak world model offset
MeshData utilizes memory pool
Tweaked culling occludee debug view
Added SphereGizmo draw style to DDraw
monuments are labeled on the map
rock is not considered hostile to sentry turrets
any damage dealt marks you as hostile to sentry turrets
Fixed some doors being invisible when moving for the first time after joining a server
Silently skip normals / tangents / colors if a mesh in a batch does not have them
GC optimizations
Fixed rare mesh flickering when switching LODs while batched
Fixed occluder meshes import settings to skip normals/tangents
Log warning when normals / tangents of mesh are not matching
Fixed batching issue with entities that are both pooled and skinned
Added editor-only destroy hack (destroys a bunch of entities around you for testing purposes)
Recalculated Jack O Lantern entity bounds (RUST-1571)
Fixed npc culling NRE after leaving server
Enabled back culling and variable visupdate rate
Batching cleanup and fixes
Vis double checks collider enabled state
reduced size of vending machine icon to prevent text clipping
lower right vending machine text displays number of items per sell order
vending machine has higher health
water bottle, bota bag, buckets no longer considered 'hostile' to peacekeeper turrets
shopfront can't be stacked on itself
turrets no longer consider dead players hostile after they respawn and run back
fixed being unable to rightclick-move objects into customer side of shop front
no longer show crosshair when aiming at a "Not Player Usable" collider of an entity
fixed flamethrower going through shopfront
shopfront has same health/protection as sheet metal wall
small delay with process indicator when both parties have accepted (less jarring)
Added convars to toggle "immediate invalidate" feature on batching systems
Fixed race condition in mesh batch threading
Convars to toggle batching threading
correct settings for world model fbxs
CodeGen (client compile fix)
Fixed issues with batched LODs getting randomly stuck
Fixed collider batching issue
▊▌█▇▄ ▊▄▋▇▉▉▌██ ▌▌ ▋▇▉▋▄▌ ▍▉▉█
Cherry picked batching optimizations from foliage_system branch
added actual ironsights to the double shotgun (so it's easier to aim)
made the glass particles fadeout a bit smoother
▍▍▆▆▇▍▇▋ ▄▋▌▋ ▄▋▊▉▊▄▍'▆ ▍▆▇█▍█ ▆▋▉▋▌