32,177 Commits over 4,018 Days - 0.33cph!
fixed the 'EffectRecycle' code so it takes into account the max particle time
Fixed texture / memory leak in HttpImage (+ now using UnityWebRequest)
Fixed some foods having missing sounds when consumed
Consuming raw foods now makes the player vomit (better feedback)
Armored square foundation now uses correct footstep sfx
More description updates and fixes
fixed muzzleflash location on several weapons ( 3rd person )
Transform.FindChild (obsolete) -> Transform.Find
fixed bradley loot table giving way too much
Npcs should wait for dynamic navmesh to finish baking before attempting to spawn on a valid navmesh.
Removed terrain4_rock2_smoothness; replaced by spec on quarry_stone_debris
Renamed terrain4_rock2_specularity
Disabled readwrite on all terrain4_rock2 textures
Disabled mips on terrain alpha to prevent caves from closing in low quality
Fixed that the fix for RUST-836 was ifdef CLIENT (whoops)
Fixed the default item container hash being the same as the hash of an empty item container (now uses 0xffffff)
Fixed client side texture memory leak when paintable signs are destroyed (!)
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Eliminated GC allocs from MeshPaintableSource
Moved Rust.Data.Test to use the same folder structure as the other plugin tests
Deleted Plugins/ProtoBuffers (empty csproj)
Changed item container hash from massive string to CRC32 hash (eliminates GC allocs)
Eliminated GC allocs from UpdateClothingItems
Added Union64 to Rust.Global
Fixed CRC.Compute32 discarding the passed CRC value
Added CRC.Compute32 and CRC.Compute64 overloads that take numerical types
Fixed a bad check in nav_disable improvements.
Retired TextureUtils (GC alloc galore)
Added GC-free Texture2D.Clear extension method
nav_disable usage improvements and compatibility with nav_grid.
When animals fail to spawn on a navmesh they now drop a corpse on removal/kill (scientists won't).
Added schematime convar (inventory schema refresh interval)
custom smg learnable recoil patterns and reduced aimcone
fixed flyhack catching people standing on vehicles
bradley shows smoke and fire based on current health
after not being attacked for 5 minutes, bradley heals over 60 seconds
code cleanup
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Added texture find read write enabled tool
No material filtering on tex usage report
Eliminated GC allocs from FileStorage / Signage / UIPaintableImage / MapEntity by smarter caching (TODO: make async)
improved helicopter searchlight
perhaps improved interpolator jitteriness
servergibs have proper mass
oilfireballs sort particles properly (oldest first)
Disabled mesh particle shadows on a few fx to avoid shadow bug (try again after 5.6)
fixed bradley lights on during the day
fixed bradley lights on on gibs
fixed missing ref for coax muzzle
Fixed WaitForSecondsRealtime being broken
Added additional profiling to UpdateInventoryFromSchema