34,467 Commits over 4,201 Days - 0.34cph!
Merge from culling-changes branch
Fixed cull distance calc using local eyes instead of cam pos
revolver 3rd person animations
3rd person anims for guitar
tweaked guitar worldmodel position + materials
double barrel shotgun (viewmodel) changes:
modified the iron sights
tone down the recoil animation when firing (ADS)
tweaked the offset for the thompson viewmodel holosight addon
tweaked the position of the muzzleflashes when a muzzlebrake is added
added new silencer smoke f/x when shooting
3rd person sitting animations
Cherry picking ignore.conf
Fixed invisible LR-300 worldmodel issue:1586
Merge from foliage_system
Fixed one stone tier roof piece having no valid tangents
Tweaked renderer_threading and collider_threading convar behaviour (nicer for profiling)
Fixed foliage transparency with temporal anti-aliasing
crossbow world model uv fix
Air duct import settings fix
Reducing mesh compression on all weapon world models set to high
Better coroutine profiling
Stripping unused / commented out scripts
Fixed ServerMgr indentation
Tweaked connect coroutine handling
Merged decor_deployables branch to main
Reverted UI.Options.Keybind.prefab submission
Replaced all StartCoroutine(string) calls with StartCoroutine(IEnumerator) calls
Added profiler samples to workshop skin loading
Fixed memory leak when workshop skin texture file cannot be found
fixed revolver showing muzzlebrake all the time
Added "itemskins" convar to toggle workshop item skins
More profiler workshop skin profiler samples
Rust.Workshop plugin has profiler enabled in debug build
balance/functionality of Locker
Fish provides animal fat
shopfront no longer blocks wall placement on triangle foundations
protocol++
Entity creation is grouped by entity name in profiler
Removed some needlessly deep nested profiler samples
Disabled MaterialColorLerp (memory, performance)
Added TimeWarning.BeginSample / EndSample (for coroutine profiling inside plugins)
Rocket launcher world model uv fix
Reduced stuttering and GC from workshop skin loading (this needs rethinking)
Experiment: More granular network cells (64 meters per cell instead of 126.5)
Merge from vertex_count_simplification
Plant skin instantiates are load balanced
Merged demo recording into main