33,174 Commits over 4,109 Days - 0.34cph!
Adding new junkpiles to the spawntable
Removed usage of TextVariable (gc)
Removed usage of FilledImageVariable (gc)
Optimized Vitals updating (allocations)
Pickup/drop notice optimization
ifdef'd TonemappingColorGrading OnGUI (allocations)
Fixed small allocation in TemporalAntiAliasing.OnRenderImage
Fixed allocations in UIHUD
Stop using LayerMask.GetMask!
Fixed puzzle barge door placement RUST 1512
Scene2Prefab Harbor_1
Fixed DepthOfFieldFocusPoint.Evaluate allocation
Fixed allocation in eyes.FrameUpdate
Fixed allocation in Network.Client.Cycle
Fixed HUD not showing in editor
Fixed allocation in SendClientTick
Fixed allocation in BuildInputState
Fixed allocation leak in Proto.CopyTo
Subtracting changeset
18195
decaying corpse flies no longer visible at night
increased view distance of hat/riot helmet/pumpkin
removed cloth cost from wood armor
plants grow faster in sunlight, even faster under ceiling lights
Removed collider and rigidbody from the player_preview prefab
Removed rigidbodies from the player_collision and player_model prefabs (perf test)
Don't add the skinned mesh colliders to the local player
Crossbow lod optimisation
Prefab fixes
folder cleanup
cherrypicking truck variants
Truck wreck models/LODs/COL/Prefab
Added a new junkpile containing the wrecked truck
Manifest
Made ragdoll movement non jittery
A lot of the values on BasePlayer don't need to be serialized (I don't know if that saves us anything)
Fixed landmine_explosion prefab being fucked up and breaking when pooled (smoke_1 and smoke_2 warnings)
merge into main
protocol++
plant entity profile samples
Fixed that some small static rocks were never culling
Fixed lootpanel missing references
Fixed the complete mess of our loot prefabs, added proper culling for everything
Network++
Fixed stone hatchet invisible in workshop
Item store auto pricing (based on age)
Soft shadows now allowed from GQ=2+
Fixed pickup menu difficulty
Cannot place items or build over junkpiles
Fixed connection queue exploit
Network++
Flamethrower optimisation