10,832 Commits over 3,867 Days - 0.12cph!
Enabled splat transfer on cave_large_hard (fixes terrain hole that's overgrown with grass)
Clear old maps from cache when world version is incremented
Tweaked power substation terrain adjustments
Some prefab auto-disables
Fixed rotation of roadside electrical boxes
Fixed terrain placement of power substations not being applied
More tarrain checks for military tunnel monument
Increased nobuild zone around trainyard
Removed from script as well
Removed terrain adjustment padding from prefab scenes (added to radius)
Updated warehouse monument topology (river issues)
Re-added monument name phrases and enabled map labels
Fixed some monument layers
Correct batching script on overgrowth prefabs
Merge from dungeon_art_4 (please no longer commit to that branch paroxum / damian)
Tweaked default batching params
Don't start refresh coroutines until RefreshAll is called
More granular time slicing for work on the main thread
Foliage seed is stored on the cell
ListHashSet has Clear and AddRange methods
Refactoring, making everything less insane
Subtracting
19330 (alexrehberg)
Debug hurt command takes hit bone as optional parameter
Subtracting
19287 (alexrehberg)
Removed broken water impacts
Added MaxSpawnDistance to all impact effects and decals
Re-saving DebugSkin (updated serialization layout, RUST-1556 maybe?)
DebugSkin bundle (RUST-1556 maybe?)
Reverting to old non-multithreaded batching for the patch (too risky)
Better load balancing for batching tasks that cannot be threaded