5,953 Commits over 4,171 Days - 0.06cph!
Better frame rate independence for fully automatic weapons
Keep displayed and reported performance data separately
Update FPS counter in menus as well (only exclude menu FPS from reported stats)
Fixed fucked up variable name in FlameThrower.cs
Merge from prerelease, hold on to your GPUs
Added two more projectile rejection cases to combat log
Hit area in combat log is lower case
Adjusted muzzleboost firing rate scalar to compensate for the full auto repeat delay fix
Fixed swimming being a pain in the ass in the military tunnels
Fixed ore spawners in the military tunnel monument
Fixed players sometimes appearing with wrong name, gender or skin tone (RUST-981)
Reset entity position lerp curve when lerping is disabled
Added stabilityqueue and surroundingsqueue convars (time building stability + surroundings are allowed to take)
Reset lerp smoothing whenever entity lerping is snapped to the end point
Initialize lerp start position whenever entity lerping is started
Retired ItemIdentity (no longer used, removes a bunch of overhead)
Fixed various issues with player model pooling (still disabled by default)
Fixed some climate blending OnGUI hack failing to compile when setting editor to server-only
Enabled player mesh pooling by default on 64bit systems
Experiment: Alternative to BroadcastMessage.OnParentDestroying
Optimized SkinnedMultiMesh LODGroup stripping
Optimized SkinnedMultiMesh GetComponentsInChildren calls
Applied the optimization of OnParentDestroying to OnPostNetworkUpdate and OnSendNetworkUpdate
Forgot to include two files
Moved more SkinnedMultiMesh stuff to prefab preprocessing
Fixed campfire and furnace particle effects playing on spawn
Fixed some issues with player pooling (introduced by moving stuff to pre processing)
Fixed rig error when prefab pre process is being called twice
Fixed OptimizeAnimator never clearing its renderer set (breaks player mesh pooling)
More logging for rig bone caching
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Reduced the effective combat range of pistol ammo slightly (from 80 to 60)
Fixed NRE when trying to upgrade building block after it was destroyed (RUST-1298)
Fixed OptimizeAnimator renderer set clear
Fixed NRE when trying to rotate building block after it was destroyed (RUST-1299)
Fixed player mesh rigging sometimes being temporarily corrupted
Added print_rigcache console command
Fixed miner's hat and candle hat not working after initial use (RUST-1301)
Merge from ambient_light_volumes
Full grass displacement rewrite (now faster and better looking, disabled by default for further testing)
Moved deferred decals to rendering folder
Retired displacement layer (no longer needed)
Added shader parameter for displacement height to grass shader + material
Fixed foliage displacement NRE when leaving server
Fixed all grass appearing displaced with grass displacement disabled
Exposed high resolution terrain height and slope maps to shaders
Grass displacement now also works on big maps