5,952 Commits over 4,140 Days - 0.06cph!
Cherry picking grass meshes
Cherry picking overgrowth material / textures
Updating to latest overgrowth material
Pause ServerMgr.Update until the connection is open
Saving default time scale of 1.0 (rather than 1.0028036)
Added server convar to pause time while loading (defaults to false)
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Enabled time.pausewhileloading by default
Better antihack.debuglevel: 1 prints max violations, 2 prints nonzero violations, 3 prints all violations
AH logs are warnings (yellow)
Game object layer is included in renderer key hashing (batching)
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Item ID is shown as ReadOnly instead of HideInInspector
Fixed server side player eyes position when duked (I think?)
Fixed difficulty picking up items when near objects (RUST-1518)
Player culling is off by default, not saved, renamed to "culling.toggle" to wipe from config
Door hatches use batching
Door hatch movement script is client only
Door hatch movement script no longer uses InvokeRepeating
Ceiling light prefab fixes (RUST-1523)
CraggyIsland cave updates
Explosives do all LOS checks before destroying any entities (RUST-1546)
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Cherry picked batching optimizations from foliage_system branch
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Fixed collider batching issue
Fixed issues with batched LODs getting randomly stuck
CodeGen (client compile fix)
Convars to toggle batching threading
Fixed race condition in mesh batch threading
Added convars to toggle "immediate invalidate" feature on batching systems
Vis double checks collider enabled state
Batching cleanup and fixes
Recalculated Jack O Lantern entity bounds (RUST-1571)
Added editor-only destroy hack (destroys a bunch of entities around you for testing purposes)
Fixed batching issue with entities that are both pooled and skinned