5,910 Commits over 3,867 Days - 0.06cph!
Added server side weapon firing rate verification to BaseLauncher as well
Updated ProcmapBench scene
Additional foundation stacking fixes
Fixed mesh pop in (cave_medium_medium)
Fixed a foundation stacking exploit
Stricter melee / projectile AH (reduced padding)
Fixed cave bucket lift animator being stripped from server builds
Fixed mesh pop in (cave_medium_medium)
Fixed pillars / walls / floors being allowed to reach into prevent building volumes (deployables, dungeons)
Fixed some deployables being placeable partially inside constructions
Fixed bucket lift never going back down (hopefully)
Fixed mesh pop in (cave_large_sewers_hard)
Fixed mesh pop in (cave_large_hard)
Fixed NREs from entities that spawn as child objects of cave pieces
Merge from save139 (caves)
Fixed missing item in the editor builder loading
Changed view model prefab references to GameObjectRef
View models are instantiated via the game manager
View models log an error when shit is fucked
Added batching to non-moving parts of shop fronts
Fixed building parts occasionally not disabling after being batched (causing draw call performance issues)
Forced sign shader recompile
Fixed fantastic graphics preset having fucked up shadow cascade settings
Fixed legacy LODGroup on code locks not disabling when pooled
Fixed name tags on sleepers sometimes not disabling completely
Disabled PropRenderer.Update
Various script optimizations
Added pooling to client side lock entities
Fixed client side socket handles sometimes not destroying
Fixed rare and random building LOD flickering with pool.mode set to 2
Fixed door animation snapping with pool.mode set to 2
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Fixed MovementSounds issues
Fixed pumpkin stacking (RUST-1450)
Changed pool.mode default value to 2 for faster game object pooling (testing)
Fixed nametag issue with pool.mode set to 2
Fixed layers on two trees