5,949 Commits over 4,079 Days - 0.06cph!
Minor fix in WorldSpaceGrid.GridToWorldCoords
Encode instance position offset into texcoord1 on batched meshes
Fixed viewmodel bob looking odd (from the optimizations)
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Enabled entity pooling for tool cupboards
Enabled entity pooling for sleeping bags
Enabled pooling for decorative entities (rugs etc)
Shelves use DecorDeployable and support pooling
Enabled entity pooling on furnaces, campfires and light sources
Fixed OnSendNetworkUpdate not being called when an entity has no subscribers (for EntityFlag_Toggle, RUST-1567)
Presumably fixed vending machines sometimes breaking when placed in doorways (RUST-1574)
Fixed viewmodel Z scale of 0.7 causing iron sight offset (bow + crossbow)
Fixed all throwable weapons referencing the aim point inside the bow prefab (!)
Viewmodel transform caching (more optimizations for sustained gunfire)
Effect recycling optimizations (greatly improved frame rate under continuous gunfire)
Scene2Prefab where required
Fixed incorrect animator import settings on cave_canyon_a
Stripped unused animators from prefabs
Added editor script to find unused animators
Scene2Prefab where required
Stripped retired scripts from some prefabs
Stripped INeedsToStartDisabled (we do this for all prefabs anyhow)
Removed LODBatch (obsolete)
Added foliage displacement to foundations
Foliage displacement culling
Fixed joining Craggy Island / Hapis Island servers wiping map cache
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Skin apply coroutine takes optional callback method to call when done
Delayed entity skin changes trigger batching refresh when done
Ensured bushes despawn beyond network distance
Fix for reduced network distance since
19599
Fixed craft canceling sometimes losing resources when inventory is full (RUST-1587)
Client side plant entities pool
Fixed plant skins not recycling
Presumably fixed workshop skin load issue on Windows
Plant skin instantiates are load balanced
Merge from vertex_count_simplification
Experiment: More granular network cells (64 meters per cell instead of 126.5)