5,910 Commits over 3,867 Days - 0.06cph!
Added GetDepth to TerrainWaterMap for Helk
Fixed building block health not showing
Player self interaction menu baseline
C4 can no longer stick to other C4
Projectiles change path when penetrating objects (projectile refraction)
BasePlayer.ClientInit uses load balancing for mesh creation and prefab instantiation
Fixed regression on RUST-793
Fixed some deployables being placeable at extreme angles
Fixed BasePlayer.UpdateLookingAt performance issues in certain situations
Decor components only apply scale adjustments to client entities since pos and rot are networked (RUST-771)
Use a tiny radius when doing the interaction point line of sight check (RUST-784)
BoneFollower also checks parents of parents when determining enabled state (RUST-794)
BoneFollower is also enabled if parents are animating (RUST-793)
Fixed deployment of boxes on shelves being annoying
Removed LODGrid.Register
LOD grid verifies LOD distances against the max grid refresh distance
Tree and mesh qualities once again affect culling distance (RUST-787)
BoneFollower is disabled when following non-moving entities (only set position when updating parenting in that case)
Greatly reduced per-frame overhead caused by BoneFollower (especially around large buildings with tons of doors)
Tree entity client skin instantiation is load balanced
Added clutter layer toggle to F1 dev tools
Clutter layer updates (RUST-772)
Load balancer per-frame time curve tweaks
Tweaked client cycle time (done with testing)
Tweaked client cycle time
Removed some building block overhead when entering a networking group
Fixed building block placeholders being visible for a short time when placing a building block
Don't evaluate neighbour entity links until they're used
Log entity linking progress on server startup separately from the stability support initialization
Increased client per-frame message processing time
Driftwood no longer spawns on rocks
Fixed options opening with wrong tab selected
perf 5 displays frame time
Reapplied sky reflection hack to atmosphere shader
Time of Day update (directional scattering occlusion, cloud coloring parameter)
Fixed a number of issues with the cloud billboard textures
Tree and mesh quality in options go up to 200
Tree and mesh qualities > 100 no longer push back the culling distances
Fixed some river segments failing to be added to the water map
Fixed NRE in TerrainCollision
Slight animal count tweak
Fixed missing albedo / alpha on decal_footprint_human_bare_snow_right
Spawn populations can choose whether to scale with the world size or the filtered spawn area
Animals, loot barrels and ores scale with the world size instead of the filtered spawn area (easier to balance)
Loot barrels always spawn individually (no clusters)
Added spawn.report console command (prints basic spawn handler report)
Rock cull distance tweaks (RUST-626)
Fix for RUST-681 (needs Scene2Prefab)
Missing FPS graph shaders in standalone
Fixed missing FPS graph materials in standalone