5,910 Commits over 3,867 Days - 0.06cph!
Shelves can no longer be placed on deployables (RUST-1258)
Fixed issues with some pool.mode set to 2
Combat log includes timestamp
Another minor LightEx / LocalPositionAnimation optimization
Fixed animator hash / layer warning on startup
Fixed building placement guide with pool.mode 2
Reverted effect references on deployable building parts (hoping those are all)
Reverted EAC server binaries
Slightly faster LightEx / LocalPositionAnimation
Fixed buggy chat visuals with pool.mode 2
Shortened prefab name in print_prefabs
Enabled all player pooling functionality by default on 64bit systems (finally)
Fixed ProjectileWeaponMod not setting limitNetworking after server load
Properly cull PropRenderer at runtime (memory usage, performance)
Fixed IEditorComponent not being culled at all in client builds
Reverted accidentally included Rust.Data.csproj change
Merge from networking_fuckery_2
Network++
Fixed decor NRE with pool mode 2
Added some missing Profiler.EndSample in PlayerModel
Enabled graphics jobs (testing)
More debugging convar stuff
Shot in the dark: Eliminated physics call from Camera.OnPreRender, toggle with ambientvolumes as well
Fixed player weapon hold type never being set
Added skyreflection and ambientvolumes debug convars
Spawn groups scale up their respawn rate with increasing player counts
Added spawn.player_base convar (base player count from which on we will scale up the loot respawn rate)
Added spawn.player_scale convar (how much to scale up the loot respawn rate with increasing player counts)
Added spawn.scalars console command (displays the current spawn scaling parameters)
Fixed airfield monument crashing the world generation on some seeds
Added pooling support to renderer and collider batching
Added pooling for the conditional models of buildings
Added support for registering any game object as a prefab at runtime (so we can pool runtime-generated objects)
Merge from prefab_pooling_2 (for testing, disabled by default)
Fixed ambient light adjustment inside player buildings being reversed
Deployable component is now prefab attribute (stripped from instances, reduced memory usage)
Only log building privilege warning if developer > 0
Hacked around UI canvas overhead on grass displacement camera
Correctly apply ambient multiplier at runtime
Only log gib warning if developer > 0
Reduced GC from gibs