127,187 Commits over 4,109 Days - 1.29cph!
Fixed bunker rooms asset culling
Tweaked ores / ores_snow densities to represent the changed biome distributions
Removed floating road segment from airfield
Fixed art assets layer setup
Simplified high external wall occluders; now single face double-sided and removed uv and color channels
Added occluder cracks to high external wall wood
Updated occluder mat to double sided
Fixed quit command not found in server console
Reduced player disconnect kill delay to 5 seconds (RUST-1030)
Bear footstep effects drop decals again
Entity culling adjustments / fixes; bug tracking
reduced cost of pickaxe
reduced cost of bucket helmet
reduced protection of bucket helmet
added proper offsets to roadsign vest
fix for items sometimes showing at weird angles on peoples backs
fix for flashlights not turning off when items are holstered
Removed lilacs
Reduced scale on the other flowers
Fixed map filename regex failing to find matches on Windows due to the path separator
Rubble piles occluder fix
fixed rock sounds in 3rd person
fixed harbor 2 not displaying on map
fixed harbor 2 not showing on map
AmbienceManager underground check perf fix
Fixed graphics water quality slider having no effect
Fixed LDR rendering in player preview
Stag doesn't eat meat
Deleted 56 alternate stag foostep sounds
Stag ragdoll isn't spazzy
Fixed NRE
PrefabInfo debug checks are ifdef'd (disabled by default)
PrefabInfo debug prints are errors
PrefabPool debug checks are ifdef'd (disabled by default)
Prefab instantiate shows prefab name in profiler
More profiler samples in player tick processing
Looting RPC profiler samples
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fixed accidental SAR damage nerf CC ShackyHD
reverted the changes that i accidentaly stomped out ( Python / P250 )
Merge from culling-changes branch
Fixed cull distance calc using local eyes instead of cam pos