5,428 Commits over 4,444 Days - 0.05cph!
Rust.Application.isLoading is true when the map is loading
Rust.Application.isLoadingSave is true whenever a save is loading
Fixed some decal projection distances
Fixed performance tracking prefab not being spawned in the editor
Fixed mushroom / hemp pickup effect having pebble particles
Added socket back to survey_crater_oil (cc Scott, I think)
Fixed gUserMinAniso < 1 occurences
Added out-of-memory tag to remote logging (to identify issues that follow OOM)
Fixed LitSmokeEmissiveFlame shader compile error on OSX
Added shaderwarmup convar (run with -shaderwarmup 0 to disable it)
Renamed warmupmode convar to assetwarmup (now only affects asset warmup, not shader warmup)
Clamp graphics.af between 1 and 16
Don't reallocate player lists every frame in PatrolHelicopterAI
GameTrace samples terrain splat materials
Cleaned up gib spawning mess (made gibs bypass prefab preprocessing and caused huge effect spam)
Merge from collider-batching (beware dev servers, hide yo savegame backups)
Fixed warning in Gib class
fireballs use proper sound balancing (no dynamic memory allocations, no physics calls, better performance)
Effect changes compile fix
Spawning effects with DecalRecycle is also okay (not just EffectRecycle)
Run GC before the loading screen disappears (join, respawn)
Dump contains number of batched colliders
Added batching.status console command
First OOM exception also has the OOM tag set
status console command should never crash
Extension method / utility class cleanup
Fixed stability neighbour refreshes
Fixed NRE on server start (maybe)
LOD grid components are now supported on pooled objects
Building skin instantiates are now pooled
Fixed LODBatch corruption on pooled objects
Memory pool tracks items in use to idenfity missing frees and foreign items entering the pool
Added pool.prefabs console command (prints pooled prefab counts)
Clear prefab pool as well when pool.clear is called
WaterLevel.Test also works for zero bounds
Set the correct player entity bounds
Enabled LOD components on cliff meshes
Reduced GC in the grass and dynamic decor systems
Added AssetPool (optimized specifically for Unity assets)
Converted mesh pooling to AssetPool
Added pool.assets console command
Util scripts folder cleanup
CurrentVersion no longer cares about patch releases (unless specifically specified)
EntityCollisionMessage correctly handles batched colliders
Better error message when trying to remove LOD components from cells they don't belong to
Converted DecalRotate and DecalScale to prefab attributes
Fixed scale divergence on recycled decals
Re-saving all custom map scenes (GameObjectRef serialization)
Adjusted terrain alpha cutoff range