5,953 Commits over 4,171 Days - 0.06cph!
Log warning when normals / tangents of mesh are not matching
Fixed rare mesh flickering when switching LODs while batched
Silently skip normals / tangents / colors if a mesh in a batch does not have them
GC optimizations
Fixed some doors being invisible when moving for the first time after joining a server
MeshData utilizes memory pool
Batching optimizations and fixes
Better load balancing for batching tasks that cannot be threaded
Reverting to old non-multithreaded batching for the patch (too risky)
DebugSkin bundle (RUST-1556 maybe?)
Re-saving DebugSkin (updated serialization layout, RUST-1556 maybe?)
Added MaxSpawnDistance to all impact effects and decals
Removed broken water impacts
Subtracting
19287 (alexrehberg)
Debug hurt command takes hit bone as optional parameter
Subtracting
19330 (alexrehberg)
ListHashSet has Clear and AddRange methods
Merging multithreaded batching
Fixed colliders not batching on server load
Fixed clientside exception
Tweaked ores / ores_snow densities to represent the changed biome distributions
Removed floating road segment from airfield
Reduced player disconnect kill delay to 5 seconds (RUST-1030)
Removed lilacs
Reduced scale on the other flowers
Fixed map filename regex failing to find matches on Windows due to the path separator
PrefabInfo debug checks are ifdef'd (disabled by default)
PrefabInfo debug prints are errors
PrefabPool debug checks are ifdef'd (disabled by default)
Prefab instantiate shows prefab name in profiler
More profiler samples in player tick processing
Looting RPC profiler samples
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Cherry picking ignore.conf
Merge from foliage_system
Fixed one stone tier roof piece having no valid tangents
Tweaked renderer_threading and collider_threading convar behaviour (nicer for profiling)
Better coroutine profiling
Stripping unused / commented out scripts
Fixed ServerMgr indentation
Tweaked connect coroutine handling
Replaced all StartCoroutine(string) calls with StartCoroutine(IEnumerator) calls