5,941 Commits over 4,018 Days - 0.06cph!
LOD grid components are now supported on pooled objects
Building skin instantiates are now pooled
Fixed NRE on server start (maybe)
Fixed stability neighbour refreshes
Extension method / utility class cleanup
status console command should never crash
First OOM exception also has the OOM tag set
Dump contains number of batched colliders
Added batching.status console command
Run GC before the loading screen disappears (join, respawn)
Effect changes compile fix
Spawning effects with DecalRecycle is also okay (not just EffectRecycle)
fireballs use proper sound balancing (no dynamic memory allocations, no physics calls, better performance)
Fixed warning in Gib class
Merge from collider-batching (beware dev servers, hide yo savegame backups)
Cleaned up gib spawning mess (made gibs bypass prefab preprocessing and caused huge effect spam)
GameTrace samples terrain splat materials
Don't reallocate player lists every frame in PatrolHelicopterAI
Clamp graphics.af between 1 and 16
Added shaderwarmup convar (run with -shaderwarmup 0 to disable it)
Renamed warmupmode convar to assetwarmup (now only affects asset warmup, not shader warmup)
Fixed LitSmokeEmissiveFlame shader compile error on OSX
Added out-of-memory tag to remote logging (to identify issues that follow OOM)
Fixed gUserMinAniso < 1 occurences
Added socket back to survey_crater_oil (cc Scott, I think)
Fixed mushroom / hemp pickup effect having pebble particles
Fixed performance tracking prefab not being spawned in the editor
Fixed some decal projection distances
Rust.Application.isLoading is true when the map is loading
Rust.Application.isLoadingSave is true whenever a save is loading
Metal and stone barricades can no longer easily be destroyed with arrows
Fixed deploy volumes of all external walls being far too small
Process all deferred actions in FinishedLoadingRoutine
Temp metal bullet decal Z fighting fix
Fixed ArgumentOutOfRangeException in BaseProjectile
Added some more tags to remote logging
Added 4 missing bush prefabs to the asset gallery and tweaked their LOD distances
Unfucked bullet particle effects
TreeMesh warns if STM file is referenced directly
Replaced Hollywood-Juniper-1 STM reference with prefab reference
Added 4 missing bush prefabs (cc Petur)
Bushes add prefabs to terrain, not STM files
Only editor-refresh deferred decals if not in play mode
Mesh batching verbosity has 2 modes
Airdrops avoid powerlines
Fixed SoundDefinition NRE
Made GraphicRaycaster toggling less hacky
Temp fix for footstep spam on 5.2.0
Disable GraphicRaycaster components when the cursor is locked (saves 1-2ms when no menu is open)