33,904 Commits over 4,171 Days - 0.34cph!
Eliminated GC allocs from MaterialColorLerp.RefreshRenderers
Eliminated GC allocs from PlantEntity.UpdateSkinParameters (called from PostNetworkUpdate)
Fixed material / memory leak from mining quarries
Removed TransformEx.FindChildren since it's super inefficient and now unused
Disabled PlanterBox, EmissionToggle, LaserBea, FlashlightBeam and VendingMachineScreen material adjustments since they were all leaking materials / memory
RenderInfo debug tool no longer duplicates materials when called
Optimized MaterialColorLerp
Tweaked EntityLink default capacity
Added packed version of rust/std-terrainblend
Packed rock _cliffs_atlas and road_ground_layer (dependencies)
Added keyword for biome mask texture + added to mats using it + updated shaders
Split some rock occlusion from diffuse (terrainblend now uses separate) + updated mats
Enabled biome tint on lowest high external lod (no mask)
Updated multiple descriptions
Phrases
Eliminated GC allocs from BaseEntity.UpdateParenting
Removed AttachToBone (unused, inefficient)
Viewmodel attachments use Model.FindBone instead of Transform.FindChildRecursive (more efficient since cached)
Reduced or eliminated GC allocations from Transform.FindChildRecursive (only used by UI)
bradley now spawns at launchsite, broken af
protocol++
fixed NRE when killed by bradley
bradley stops shooting dead players
bradley target range increased
Bradley target added when damage received
finished most pathing at launchsite for bradley
Optimized water and screen blur overlays
Added centralized ImageEffectComposite to replace redirects and ensure low bandwidth ops
Added ImageEffectTransformsToLDR to ImageEffectComposite (works if final)
Added explicit sort order to ImageEffectLayer
Moved tonemapping + fxaa + sharpen and vignette to overlays (move back on 5.6.2+)
Fixed/improved ImageEffectComposite handling of single effect
Cleaner pathing
See if nodes can see target by checking main turret height at node
Intelligent target sorting
respawn server convar for testing
Ensure EffectRecycle doesn't invoke Recycle more than once when onParentDestroyed is DetachWaitDestroy and playMode is Once (heli explosion fix)
Fixed material / memory leak in Bradley TreadAnimator component
Reduced sky brightness slightly
Log warning when trying to create attachment on viewmodel without model component
Reduced GC allocs in SelectedBlueprint.RefreshBlueprint
Adjusted default buffer sizes of collider groups, renderer groups, foliage groups and LOD cells
Remove foliage groups when they are empty (similar to renderer / collider groups)
small rocks distance tweak
rock dressing scene update
Fixed broken orientation on particle layer accum; touched all relevant shaders
small rocks & tall grass culling distance tweaks
Profiling, cleanup, small GC optimizations
added light flares to bradley
optimized bradley to use a single spotlight with a cookie instead of two
smaller main cannon explosion effect
main cannon is no longer laser accurate
added bradley.quickrespawn server command to qiuckly respawn a bradley to test
proper target sorting (was inverted)
bradley is louder
bradley contact hurt trigger fixes
Reverted some buffer pre-allocations (memory usage)
Bradley is GC free for targeting
main cannon min engagement range reduced
quick distant bradley engine idle
reduced horizontal recoil on m92
Dynamic Navmesh should include Terrain layer for navmesh generation.