33,183 Commits over 4,109 Days - 0.34cph!
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
water bottle, bota bag, buckets no longer considered 'hostile' to peacekeeper turrets
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
Vis double checks collider enabled state
Batching cleanup and fixes
Fixed npc culling NRE after leaving server
Enabled back culling and variable visupdate rate
Recalculated Jack O Lantern entity bounds (RUST-1571)
Added editor-only destroy hack (destroys a bunch of entities around you for testing purposes)
Fixed batching issue with entities that are both pooled and skinned
Log warning when normals / tangents of mesh are not matching
Fixed occluder meshes import settings to skip normals/tangents
Fixed rare mesh flickering when switching LODs while batched
Silently skip normals / tangents / colors if a mesh in a batch does not have them
GC optimizations
Fixed some doors being invisible when moving for the first time after joining a server
monuments are labeled on the map
rock is not considered hostile to sentry turrets
any damage dealt marks you as hostile to sentry turrets
Tweaked culling occludee debug view
Added SphereGizmo draw style to DDraw
MeshData utilizes memory pool
fix for ak world model offset
Cherry picked foliage wind
Fixed shadow related shader compile errors
increased size of sewing kit
Optimized OnInventoryChanged path, profiling
Added new gunpowder worldmodel
Batching optimizations and fixes
vending machines can enable broadcasting and show up on maps
protocol++
updated vm shop map icon colors
fixed ceiling light moving the wrong way when shot
fixed server compile issues
Better load balancing for batching tasks that cannot be threaded
Heavy plate armour assets
Added cheap and generic high freq detail to terrain potato quality mode
Tweaked intermediate terrain quality modes
Reverting to old non-multithreaded batching for the patch (too risky)
guest code on codelock
heavy plate armor slows player movement
Fixed anisotropic performance regression affecting terrain perf on launch
added a walk animation for when the player is moving slower
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sentry turret has laser sight
caveman sash visible after player has touched any hostile item