32,259 Commits over 4,048 Days - 0.33cph!
Fixed junkpile scientists not attacking back when hurt.
Scene2Prefab Military Tunnels.
Tweaked scientist HP
Tweaked respawn timers at Military Tunnels.
Scientists throw grenades at Military Tunnels.
Another pass over animal roaming.
Give up when no valid ocean patrol path has been found after
100000 iterations (instead of stalling the server forever)
Added ladder trigger prefab for Rust.World
Attempt to make action caching suck less
Fixed skins occasionally not displaying correctly (RUST-17)
Candles/damagedbooks/old sofa rgba textures - the .mat file isn't showing again.
Disabled read/write on a few textures (mostly trees)
Merge from swamp_tree_performance
Updated Facepunch.System memory pool to latest version
Cleaned up plugins folder
A bit more work on Scientist AI.
Slightly faster tree mesh sort
bigwheel no longer shares workbench phrases
Phrases rebuild
LootPanels Scene2Prefab
Hide Signs convar, option
Tweaked LOD cell distance mode switching
Force rebuild of tree mesh count when doing full LOD refresh (i.e. when changing convars)
Scene2Prefab Military Tunnels
Improved reload awareness for Scientists (don't rush when reloading).
Duck when reloading behind partial cover.
Misc other little tweaks and improvements to Scientist AI.
Tweaks to range restrictions on spawn points at Military Tunnels.
Fixed vending machine loot panel pooling errors
Fixed workbench panel not refreshing when taken from pool
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fixed passing loot through floor using BBQ exploit
Optimized LOD refresh by using cell distance instead of object distance when far away
Optimized tree.meshes by only doing the full refresh when needed and removing redundant work
Removed duplicate tree imposter update in LOD refresh
Fixed enforced tree mesh count not resetting when changing tree.meshes back to 0
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Disabled "MoveToContainer failed!" message
Fixed serialization fuckup in MotorRowboat that could cause an NRE when switching CLIENT / SERVER in the editor
Added tree.meshes convar (limits the number of tree meshes to render, disabled by default pending testing in standalone)
Disabled occlusion culling on macOS until fixed
Improved fastimpostors handling of fallbacks and edit-mode + small cleanup
Disabled fastimpostors on macOS until fixed
Fixed spinnerwheel quaternion related errors
Slot machine , fbx and prefab set up, + arm animation.
Proper fix for fastimpostor NRE
Scene2Prefab Military Tunnels
Tweaked movement restriction logic for Scientists.
Tweaked cover points at MT.
Tweaked spawn points at MT.
Improved new Scientist aim system
Ambience CullingGroup updates are needed much less frequently and are much faster when they do happen
Eliminate GC alloc in AmbienceManager.SortLocalEmitters
Attempt at fixing impostor instancedata NRE