5,953 Commits over 4,171 Days - 0.06cph!
LOD distance calculation is per-object
Disable GraphicRaycaster components when the cursor is locked (saves 1-2ms when no menu is open)
Temp fix for footstep spam on 5.2.0
Made GraphicRaycaster toggling less hacky
Fixed SoundDefinition NRE
Airdrops avoid powerlines
Mesh batching verbosity has 2 modes
Only editor-refresh deferred decals if not in play mode
Added 4 missing bush prefabs (cc Petur)
Bushes add prefabs to terrain, not STM files
TreeMesh warns if STM file is referenced directly
Replaced Hollywood-Juniper-1 STM reference with prefab reference
Unfucked bullet particle effects
Added 4 missing bush prefabs to the asset gallery and tweaked their LOD distances
Added some more tags to remote logging
Fixed ArgumentOutOfRangeException in BaseProjectile
Temp metal bullet decal Z fighting fix
Process all deferred actions in FinishedLoadingRoutine
Fixed deploy volumes of all external walls being far too small
Metal and stone barricades can no longer easily be destroyed with arrows
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)