127,328 Commits over 4,109 Days - 1.29cph!
water barrel dispenser fbx, collision, materials (cloth) etc
Fixed health bars on animals not appearing (RUST-814)
Chat message objects are pooled (less GC)
Fixed potential chat message overflow
Concrete_f texture set
Industrial glass textures
Industrial buildings a,b,c,d,e,f,g,h,i,j and overpass a,b,c models/LODs/COLs
Ready to place prefabs for these buildings
Dungeons prefab scenes update
fixed bug where the bow/crossbow displayed the metal arrowhead by default
Hopefully closing RUST-795 this time
metabolism changes, lose calories slightly slower when harvesting
Fixed BasePlayer.OnSignal being able to NRE (which disconnects players)
wip powerline prefab tests
Fix for RUST-572 Ladder Hatch appears closed from short distance
Fix for RUST-503 - See through joining gap - armored floor/ceiling on low settings (LOD)
Added detail map to Furnace materials
Fix RUST-580 - Able to loot/kill and see players and some deployables underneath sheet metal floors
Added graphicsDeviceType to hardware info, so we can bucket based on dx9/dx11/opengl etc
Enabled ocean tesselation in water q=1
Ambience quality levels + benchmark
New big powerline models/LODs/COLs
Fixed memory leak / performance drop-off in ParticleEmitFromParentObject
Don't defer player model instantiation (RUST-819, RUST-825)
Ensure AmbienceEmitters always fade out on deactivation
Fixed missing icons on small furnace
Slight tweak to out of range AmbienceEmitter deactivation
Building block despawn optimization (when leaving network groups)
Handle out of range AmbienceEmitters in AmbienceManager.Tick instead of OnCullingGroupChange (more reliable + better CullingGroupSendEvents perf)
perf 6 displays async task status
Added warmup test to procmap benchmark (tests if performance is worse until pools are filled)
the player now holds the guitar properly in 3rd person
Culled out parent item requirement stuff
PlayerModelRebuild perf tweaks, profiling
Player pullback fix (merge error)
Added procmap.pvt benchmark (should this be enabled by default, or should we get rid of it)
Merged ambience & warmup benchmarks to main
Restart calls quit after timer reaches zero (to guarantee consistent behaviour)
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
Powerline pylons b and c (variations)
Call SetHierarchyGroup in standalone too
Re-added ambience & warmup benchmarks