5,942 Commits over 4,018 Days - 0.06cph!
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)
Fixed server side player eyes position when duked (I think?)
Item ID is shown as ReadOnly instead of HideInInspector
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Game object layer is included in renderer key hashing (batching)
AH logs are warnings (yellow)
Better antihack.debuglevel: 1 prints max violations, 2 prints nonzero violations, 3 prints all violations
Enabled time.pausewhileloading by default
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Added server convar to pause time while loading (defaults to false)
Saving default time scale of 1.0 (rather than 1.0028036)
Pause ServerMgr.Update until the connection is open
Updating to latest overgrowth material
Cherry picking overgrowth material / textures