10,832 Commits over 3,867 Days - 0.12cph!
AsyncTerrainNavMeshBake for Pål
Disabled entity pooling on ore hotspots (SimpleFlare clusterfuck)
Enabled entity pooling on ore hotspots
Don't load skins into RAM with itemskins 0
Temp fix for DrawMeshInstanced ArgumentOutOfRangeException from FoliageDisplacementManager
Removed renderer_invalidate and collider_invalidate batching convars
Added sysuid console command (prints unique device identifier)
Can once again paint terrain in play mode in the editor
Updated mountain placement topology filter
Updated mountain biome maps
Updated mountain placement biome filter
Updated biome map auto bake (now splat based)
Updated terrain splat transfer (better blending)
Implemented mountain biome map transfer
Re-exported mountain biome textures
Spawn mountains after all terrain maps have been generated
Biome textures for all mountain prefabs
Splat texture for mountain 5
Deleted obsolete "wooden logs" loading steps from procedural map
Beautified skinnable loading API
EAC update (fix for "EAC Disconnected")
Additional profiling in DownloadAndApplyWorkshopSkin
Convar to toggle the item skin cache
Retiring DX9 (OpenGL fallback)
Merge from skin_cache_native
Updated plugins (Rust.Global & Rust.Workshop)
Skin texture cache is now implemented in native code (GC free)
Skin texture cache read and write are running in a thread (no longer stalls when disk is busy)
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Subtracting new ore nodes
Network++
Merge from ore_nodes
Network++
Optimized effect dictionary creation by including the data pre-sorted in the game manifest (eliminates various stutters caused by effect spawns)
Water no longer spawns a world model when dropped out of its item container