5,912 Commits over 3,867 Days - 0.06cph!
Fixed speedup when moving diagonally
Fixed NoShadows benchmark
Updated procmap benchmark scene to latest world generation
Fixed standalone compile error
Fix for error when inventory item refreshes while selected (for example when drinking water containers to completely empty)
Include client version (changeset) when disconnecting because of an exception
Fix for crafting menu blueprints all showing wooden arrow description
Fix for UI notifications missing when reconnecting to a server after disconnecting
Replaced invoke with custom flag in door animator toggle (should fix RUST-835)
Fixed servers re-checking stability after startup (no longer needed since it's loaded from save)
SpeedTree billboard shadow casting toggle editor tools
Added convar to toggle the shadow casting behaviour of the sun
Unified some bush prefab settings
Re-enabled atmospheric depth in scattering calculation (with better horizon fade than the last time)
Touched ocean and river shaders
Fixed some decor prefabs missing from asset bundles
Greatly improved VariableReference performance and GC (used in VitalNote, VitalInfo, TextVariable etc.)
Procmap benchmarks reset GC, LODs, grass, decor and tasks before every run
Removed tree component from hemp
Icesheet prefabs use LOD grid
Removed tree component from a bunch of clutter prefabs
Removed tree component from all trees (appears to be slow as fuck)
Adjusted grass LODing (less upscaling on lower LODs)
Added NoShadows benchmark
Removed some unused garbage
Removed legacy fog modes from all release scenes & shader stripping
Stripped legacy fog from procmap benchmark scene (perf experiment)
Some scattering and fog fixes
Touched water shaders
Added fog benchmark
Removed fog from rain benchmark
Fixed NoAmbience benchmark using rain weather settings
Forced ambience convar setting in benchmarks
Fixed that the door animation was stopped one frame too early (RUST-559)
Fixed regression that sometimes skipped entity linking when placing building blocks
Some door code cleanup to narrow down RUST-559 & RUST-793
Entities send network update if their slot is set on the server (fixes some weird situations, mostly regarding doors & locks)
Re-added ambience & warmup benchmarks
Fixed another UpdateLookingAt performance issue (RUST-653)
Hit tests can specify whether or not multiple hits on the same skinned mesh collider should be returned
Restart calls quit after timer reaches zero (to guarantee consistent behaviour)
Merged ambience & warmup benchmarks to main
perf 6 displays async task status
Building block despawn optimization (when leaving network groups)
Fixed missing icons on small furnace
Don't defer player model instantiation (RUST-819, RUST-825)
Fixed memory leak / performance drop-off in ParticleEmitFromParentObject
Fixed BasePlayer.OnSignal being able to NRE (which disconnects players)