5,953 Commits over 4,171 Days - 0.06cph!
Fixed all grass appearing displaced with grass displacement disabled (for real)
Reduced resolution of coarse terrain height and slope maps
Added grass displacement toggle to graphics options
Made terrain height and normal textures readable at runtime (required for coarse map generation)
Optimized coarse height and slope map generation in standalone builds
Reviving line of sight check is more forgiving such that it doesn't cancel immediately when losing focus
Building blocked message is only shown when in building mode
Holding a hammer also enables the building blocked message
Building privilege is also checked at the construction placement position, not just at the player position
Unified DecalDictionary and ParticleDictionary into EffectDictionary
Added support for foliage displacement prints
Added foliage displacement trails to players
Fixed profiler sample mismatch introduced with
16568 (spamming when looking at terrain)
Quick optimization for OBB.Contains
Foliage displacement code cleanup
Minor foliage displacement optimizations
Fixed server side player rotation getting corrupted when spawning in sleeping bags that were placed on hills
Removed building blocked chat message when trying to place while placement guide is red
Fixed code lock placement guide not being shown as red when in unauthorized cupboard
Sticky gizmos for deferred decals
Added log when server is fully started
Optimized terrain carving triggers (better projectile and player culling performance)
Game manager no longer sets the game object name when taking from a pool (performance)
Optimized some LOD grid code (for the most part pointless, but slightly faster and better for profiling)
Added additional profiling to LOD, pooling and mesh batching code
Added refresh_stability debug console command
Removed OnEnable hack from EntityFlag_Toggle (no longer slows down entity instantiates)
Fixed OnSendNetworkUpdate not being called in SendNetworkUpdateImmediate
Fixed OnPostNetworkUpdate not being called immediately when receiving a new entity
Prefab pool no longer hashes twice when looking up a prefab (pretty irrelevant since the key is an integer)
Eliminated needless string reallocation from GameManager.Instantiate (relevant when streaming in thousands of entities)
Updated BuildingTest.sav (now also contains building stability)
Optimized BaseEntityChild.Setup
Fixed unlit campfires hurting players after server restart
Skip adding the CL entity name prefix if the game object name already contains it
Merge from dangerous_optimizations
Fixed box collider of local player being enabled after respawn (forcing player in random directions)
Fixed potential NRE in FootstepEffects
Netgraph can only be used by admins and developers (RUST-1327)
Added collider_capacity and renderer_capacity convars (limit the vertex count of collider and renderer batches)
Fixed players appearing with wrong name tag (RUST-1331)
Stricter flyhack detection (RUST-1320)
Merged lighthouse fixes from dungeon_art_3
Added padding to environment volumes to fix tiny gaps when placed by hand
Disabled some new elements of player pooling to fix missing footsteps, weapon world model issues
Player model footsteps refresh their player reference when taken from the pool (fixes issue with pool.player_model enabled)
Added support for mesh renderers to wearable pooling
Fixed pumpkin not shown on player after initial use (RUST-1340)
Fixed WaterVisibilityTrigger compile error when set to SERVER in the editor