33,195 Commits over 4,109 Days - 0.34cph!
more lenient water exit jumping
Deferred mesh decal optimizations; down to nearly zero overhead
Changed how NaN damage is ignored (in case early returning leads to issues in Hurt() method overrides)
ParticleSystemCull / ParticleSystemLOD fixes
RendererLOD - complain if target renderers aren't part of the same prefab/heirachy - and try to fix
Scene2Prefab
Portacabin cull
Fixed NRE in DeferredMeshDecal, when selecting prefab in project
Don't create gibs over 500m away
Fixed ParticleSystemContainer leading to issues on inactive game objects (state uninitialized, trying to call invoke)
Fixed bad instance property indices causing rocks to change color (won't trigger recompile yet)
Couple of missing colliders fixes
Baked vertex stream data to asset files on Harbor_1,2,Powerplant
Splitting texture asset bundles (we might be hitting the 2gb bundle limit)
Wires have 50x less verts
Reduced shader variants across all heavier shaders
Disabled instancing on grass, cloth and skin until u5.5
Tweaked LOD distances
Enabled culling on objects that did not have it
Wrecked sedan_a vehicle model/LODs/COLs/Prefab
Reduced variants on heaviest shaders by forcing opaque/cutout to deferred and alphablend to forward
Scene2Prefab (sphere tank, fixes missing barrels)
CraggyIsland radiation sphere test
Fixed player preview rendering white
no radiation spheres on client
Animal skin prefab cleanup (memory usage)
Fixed UpdateLoot being called from other players
Added find materials tool ability to filter by keywords and find assets that reference a material
Fixed player preview not rendering
added the car wreck and junkpile art to junkpiletest
Enabled prefab pooling on some effect spawns that weren't using it
Fixed particle systems on impact effects sometimes not playing
Reduced overall client side player collider and rigidbody count by a third
Repair bench cannot be used to block off windows and see through them (collider accuracy)
Standard override shaders no longer having duplicate code; now referencing their rust/std counterparts directly
Removed rigidbodies from radiation sphere triggers (server physics perf)