5,928 Commits over 3,959 Days - 0.06cph!
Fixed missing billboard on oak_e_trundra (missing files)
Cherry picking
28293 &
28294
Also fixed missing billboard on oak_e_trundra
Added "Max Tree Meshes" slider to graphics options
Fixed legacy skins occasionally not displaying correctly (RUST-17)
▅▉█▍▌ ▋▅▌▌▆█ ▆█▋▊█▄▍▄ █▄▊▊▅▍▉
Re-added Y axis camera movement smoothing
Some tweaks for camera movement inbetween physics frames
Added camera movement inbetween physics frames (test)
Cherry picking
28408 (Network++ & Save++)
Removed Y axis camera movement smoothing (test)
Give up when no valid ocean patrol path has been found after
100000 iterations (instead of stalling the server forever)
Added ladder trigger prefab for Rust.World
Attempt to make action caching suck less
Fixed skins occasionally not displaying correctly (RUST-17)
Updated Facepunch.System memory pool to latest version
Cleaned up plugins folder
Slightly faster tree mesh sort
Tweaked LOD cell distance mode switching
Force rebuild of tree mesh count when doing full LOD refresh (i.e. when changing convars)
Fixed vending machine loot panel pooling errors
Fixed workbench panel not refreshing when taken from pool
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 enforced tree mesh count not resetting when changing tree.meshes back to 0
Disabled "MoveToContainer failed!" message
Fixed serialization fuckup in MotorRowboat that could cause an NRE when switching CLIENT / SERVER in the editor
Added tree.meshes convar (limits the number of tree meshes to render, disabled by default pending testing in standalone)
Fixed repair bench UI pooling issues
Update lootpanel prefab scene
Prefab pool warmup tweaks
Prefab pool warmup tweaks
Pool all loot panels, see if that works
Removed world reflection quality since only mode 0 is currently supported on Unity 2018.1 (revisit with 2018.2)
Eliminated GC allocs from ESPCanvas
Eliminated GC allocs from LifeScale
Rearranged graphics settings to make a bit more sense
Moved experimental, slow features (grass shadows + contact shadows) to their own section
Refactored prefab pool prewarming
Increased prefab pool prewarm count (test)
Skip LOD OnEnable / OnDisable while prewarming prefab pool
Removed ancient unused broken gib prefab
Run prefab pool warmup after destroying map entities (otherwise warmed entities will be destroyed)
Fixed IndexOutOfRangeException during prefab pool warmup
Fixed initial missing audio issues from prefab pool warmup
Unified "GameManager Warmup" and "Asset Warmup" to avoid doing duplicate work
Run prefab pool warmup after loading the level scene (otherwise some warmed up prefabs will be destroyed)
Fixed some entities and construction conditional models pooling on the server, which is not supported
Fixed prefab pool warmup only being executed on first server connect
Fixed missing conditional model references on wooden wall