5,959 Commits over 4,201 Days - 0.06cph!
    
    
    
        
            
            
            
                
                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)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                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