5,970 Commits over 4,383 Days - 0.06cph!
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
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