33,460 Commits over 4,140 Days - 0.34cph!
Bandit guards don't like players sleeping for too long.
Bandit guards don't like smoke grenades being thrown.
Bandit guard hostility tweaks.
Fixed repair bench UI pooling issues
Update lootpanel prefab scene
Movement rules for scientists (stay close to spawn, etc).
Updated some spawn point at military tunnels.
Scene2Prefab Military Tunnels.
Moved impostor batching code
Attempt at fixing impostor instancedata NRE
Ambience CullingGroup updates are needed much less frequently and are much faster when they do happen
Eliminate GC alloc in AmbienceManager.SortLocalEmitters
Improved new Scientist aim system
Tweaked movement restriction logic for Scientists.
Tweaked cover points at MT.
Tweaked spawn points at MT.
Scene2Prefab Military Tunnels
Proper fix for fastimpostor NRE
Slot machine , fbx and prefab set up, + arm animation.
Fixed spinnerwheel quaternion related errors
Disabled fastimpostors on macOS until fixed
Improved fastimpostors handling of fallbacks and edit-mode + small cleanup
Disabled occlusion culling on macOS until fixed
Added tree.meshes convar (limits the number of tree meshes to render, disabled by default pending testing in standalone)
Fixed serialization fuckup in MotorRowboat that could cause an NRE when switching CLIENT / SERVER in the editor
Disabled "MoveToContainer failed!" message
▍▉▆▇▊ ▅▍▋▌▉▍▅ ▍▄▋▅▍ ▇▊ ▄▊▄█▄
Fixed enforced tree mesh count not resetting when changing tree.meshes back to 0
Optimized LOD refresh by using cell distance instead of object distance when far away
Optimized tree.meshes by only doing the full refresh when needed and removing redundant work
Removed duplicate tree imposter update in LOD refresh
fixed passing loot through floor using BBQ exploit
▅▍▅▊█ ▊▌▋▇▆ █▄▆▆▉ ▊▌▄▋▄▌▆▇█ ▅█ ▌▋█ ▉▅▄ ▄█▉▋▉ █▇▋▉ ▊▍▅▅
Fixed vending machine loot panel pooling errors
Fixed workbench panel not refreshing when taken from pool
Improved reload awareness for Scientists (don't rush when reloading).
Duck when reloading behind partial cover.
Misc other little tweaks and improvements to Scientist AI.
Tweaks to range restrictions on spawn points at Military Tunnels.
Scene2Prefab Military Tunnels
Tweaked LOD cell distance mode switching
Force rebuild of tree mesh count when doing full LOD refresh (i.e. when changing convars)
Hide Signs convar, option
bigwheel no longer shares workbench phrases
Phrases rebuild
LootPanels Scene2Prefab
Slightly faster tree mesh sort
A bit more work on Scientist AI.
Cleaned up plugins folder
Updated Facepunch.System memory pool to latest version
Merge from swamp_tree_performance
Disabled read/write on a few textures (mostly trees)
Candles/damagedbooks/old sofa rgba textures - the .mat file isn't showing again.
Fixed skins occasionally not displaying correctly (RUST-17)
Attempt to make action caching suck less
Added ladder trigger prefab for Rust.World