5,912 Commits over 3,867 Days - 0.06cph!
Fixed colliders not batching on server load
Fixed clientside exception
Merging multithreaded batching
ListHashSet has Clear and AddRange methods
Subtracting
19330 (alexrehberg)
Debug hurt command takes hit bone as optional parameter
Subtracting
19287 (alexrehberg)
Removed broken water impacts
Added MaxSpawnDistance to all impact effects and decals
Re-saving DebugSkin (updated serialization layout, RUST-1556 maybe?)
DebugSkin bundle (RUST-1556 maybe?)
Reverting to old non-multithreaded batching for the patch (too risky)
Better load balancing for batching tasks that cannot be threaded
Batching optimizations and fixes
MeshData utilizes memory pool
Fixed some doors being invisible when moving for the first time after joining a server
Silently skip normals / tangents / colors if a mesh in a batch does not have them
GC optimizations
Fixed rare mesh flickering when switching LODs while batched
Log warning when normals / tangents of mesh are not matching
Fixed batching issue with entities that are both pooled and skinned
Added editor-only destroy hack (destroys a bunch of entities around you for testing purposes)
Recalculated Jack O Lantern entity bounds (RUST-1571)
Batching cleanup and fixes
Vis double checks collider enabled state
Added convars to toggle "immediate invalidate" feature on batching systems
Fixed race condition in mesh batch threading
Convars to toggle batching threading
CodeGen (client compile fix)
Fixed issues with batched LODs getting randomly stuck
Fixed collider batching issue
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Cherry picked batching optimizations from foliage_system branch
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Explosives do all LOS checks before destroying any entities (RUST-1546)
CraggyIsland cave updates
Ceiling light prefab fixes (RUST-1523)
Door hatches use batching
Door hatch movement script is client only
Door hatch movement script no longer uses InvokeRepeating
Player culling is off by default, not saved, renamed to "culling.toggle" to wipe from config
Fixed difficulty picking up items when near objects (RUST-1518)