32,098 Commits over 4,018 Days - 0.33cph!
Fixed batching issue with entities that are both pooled and skinned
Added editor-only destroy hack (destroys a bunch of entities around you for testing purposes)
Recalculated Jack O Lantern entity bounds (RUST-1571)
Fixed npc culling NRE after leaving server
Enabled back culling and variable visupdate rate
Batching cleanup and fixes
Vis double checks collider enabled state
reduced size of vending machine icon to prevent text clipping
lower right vending machine text displays number of items per sell order
vending machine has higher health
water bottle, bota bag, buckets no longer considered 'hostile' to peacekeeper turrets
shopfront can't be stacked on itself
turrets no longer consider dead players hostile after they respawn and run back
fixed being unable to rightclick-move objects into customer side of shop front
no longer show crosshair when aiming at a "Not Player Usable" collider of an entity
fixed flamethrower going through shopfront
shopfront has same health/protection as sheet metal wall
small delay with process indicator when both parties have accepted (less jarring)
Added convars to toggle "immediate invalidate" feature on batching systems
Fixed race condition in mesh batch threading
Convars to toggle batching threading
correct settings for world model fbxs
CodeGen (client compile fix)
Fixed issues with batched LODs getting randomly stuck
Fixed collider batching issue
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Cherry picked batching optimizations from foliage_system branch
added actual ironsights to the double shotgun (so it's easier to aim)
made the glass particles fadeout a bit smoother
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tweaked the glass impact effects (some shards stay on ground)
fixes to some world models
Updated high external wall occluder meshes
Added occluders to high external walls
Added occluder material to batch-unite all occluders
Added hiz culling to npcs
Misc shader fixes/cleanups
Increased size of sewing kit & some other component world models
More glass impact decal variations, include larger webbing
fixed items being deleted when stacked ontop of eachother in vending machine/shopfront