5,953 Commits over 4,171 Days - 0.06cph!
Tree entity client skin instantiation is load balanced
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)
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)
Fixed deployment of boxes on shelves being annoying
BoneFollower also checks parents of parents when determining enabled state (RUST-794)
BoneFollower is also enabled if parents are animating (RUST-793)
Use a tiny radius when doing the interaction point line of sight check (RUST-784)
Decor components only apply scale adjustments to client entities since pos and rot are networked (RUST-771)
Fixed BasePlayer.UpdateLookingAt performance issues in certain situations
Fixed some deployables being placeable at extreme angles
Fixed regression on RUST-793
BasePlayer.ClientInit uses load balancing for mesh creation and prefab instantiation
Projectiles change path when penetrating objects (projectile refraction)
C4 can no longer stick to other C4
Player self interaction menu baseline
Fixed building block health not showing
Added GetDepth to TerrainWaterMap for Helk
Fixed health bars on animals not appearing (RUST-814)
Chat message objects are pooled (less GC)
Fixed potential chat message overflow
Fixed BasePlayer.OnSignal being able to NRE (which disconnects players)
Fixed memory leak / performance drop-off in ParticleEmitFromParentObject
Don't defer player model instantiation (RUST-819, RUST-825)
Fixed missing icons on small furnace
Building block despawn optimization (when leaving network groups)
perf 6 displays async task status
Merged ambience & warmup benchmarks to main
Restart calls quit after timer reaches zero (to guarantee consistent behaviour)
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
Re-added ambience & warmup benchmarks
Entities send network update if their slot is set on the server (fixes some weird situations, mostly regarding doors & locks)
Some door code cleanup to narrow down RUST-559 & RUST-793
Fixed regression that sometimes skipped entity linking when placing building blocks
Fixed that the door animation was stopped one frame too early (RUST-559)
Fixed NoAmbience benchmark using rain weather settings
Forced ambience convar setting in benchmarks
Added fog benchmark
Removed fog from rain benchmark
Some scattering and fog fixes
Touched water shaders
Stripped legacy fog from procmap benchmark scene (perf experiment)
Removed legacy fog modes from all release scenes & shader stripping
Removed some unused garbage
Added NoShadows benchmark
Adjusted grass LODing (less upscaling on lower LODs)
Removed tree component from all trees (appears to be slow as fuck)