5,953 Commits over 4,171 Days - 0.06cph!
Removed tree component from a bunch of clutter prefabs
Icesheet prefabs use LOD grid
Removed tree component from hemp
Procmap benchmarks reset GC, LODs, grass, decor and tasks before every run
Greatly improved VariableReference performance and GC (used in VitalNote, VitalInfo, TextVariable etc.)
Fixed some decor prefabs missing from asset bundles
Re-enabled atmospheric depth in scattering calculation (with better horizon fade than the last time)
Touched ocean and river shaders
Unified some bush prefab settings
Added convar to toggle the shadow casting behaviour of the sun
SpeedTree billboard shadow casting toggle editor tools
Fixed servers re-checking stability after startup (no longer needed since it's loaded from save)
Replaced invoke with custom flag in door animator toggle (should fix RUST-835)
Fix for crafting menu blueprints all showing wooden arrow description
Fix for UI notifications missing when reconnecting to a server after disconnecting
Include client version (changeset) when disconnecting because of an exception
Fix for error when inventory item refreshes while selected (for example when drinking water containers to completely empty)
Fixed standalone compile error
Updated procmap benchmark scene to latest world generation
Fixed NoShadows benchmark
Fixed speedup when moving diagonally
Fixed metal facemasks not always protecting against headshots (RUST-849)
Disabled HitInfo.MultiHit by default (faster hit sorting, not required with projectile penetration on players disabled)
Disabled dynamic non-uniform scaling on cliff meshes (physics system regression made this very slow)
Network++ (dev servers might warn when loading a save, but no forced wipe)
Fixed viewmodels spazzing out for one frame when deployed
Pause load balancer while a ton of network packets have to be processed (perf + RUST-836)
Fixed plant entity leak when their happiness was stuck around 0 (could be caused by genetics or environmental conditions)
Fixed plants skipping their dying skin when exceeding their max number of seasons
Plant skins use prefab pooling
Plants can specify whether or not to switch to the dying state when harvested for the last time
ResourceRef refreshes when no GUID has been saved before (i.e. when changing GameObject to GameObjectRef in code)
Plant server convars actually do what they claim to do
Fixed plant planting and harvesting particle effect rotations
Added hemp seeds and hemp farming
Network++
Merge from decay_reboot
Network++
Fixed plant skins missing from asset bundles
Wild corn & pumpkins always spawn next to rivers
Reduced driftwood density
Dialed back hemp tint randomization
ValidBounds rejects positions that are NaN or infinity (RUST-864, maybe)
Tightened valid cupboard deployment angle
Lanterns can be placed on top of other deployables again (RUST-823)
Fixed world models / ragdolls ignoring cave triggers
Fixed server projectiles (i.e. rockets) ignoring cave triggers
Vis.Colliders handles terrain triggers
Fixed turret LOS check ignoring cave triggers
Added prevent movement physics layer (similar to prevent building, just for movement)
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Prevent movement layer is included in AntiHack checks