10,832 Commits over 3,867 Days - 0.12cph!
Better biome transitions, fixed random lone palm trees
Fixed missing topology texture on power_sub_big_1
Roads appear a bit more grounded
Road mesh generation is done in separate step from road layout generation (after all terrain adjustments are processed)
Fixed fucked up variable name in FlameThrower.cs
Fixed power substation rotations
Tweaked power substation terrain adjustments
Pylon paths end at border of radtowns (required for big power substation placement)
Added map toggles to terrain placement scripts
Disabled alpha mask copy for power sub stations
Fixed another invalid decor path (arctic_bushes in forests)
ProjectVersion.txt (update your editor to p1 or don't commit this file guys)
Made error message from invalid decor less spammy (only logs once)
Power substations baseline, still needs work (RUST-1171)
Fixed bus stops not shaping terrain (RUST-1170)
Some more descriptive error messages when procedural scripts are set up incorrectly
Forced color grading to be enabled
Fixed invalid decor reference (RUST-1225)
Log error when referenced decor folder is empty
Keep displayed and reported performance data separately
Update FPS counter in menus as well (only exclude menu FPS from reported stats)
Better frame rate independence for fully automatic weapons
Properly reset entity skin when it's changing back to the default skin (happens on pooled wooden boxes)
Fixed armored door hatch animation sometimes playing (fuck you Mecanim)
MeshReplacement and SkinSet also update the renderer root bone
Refresh skinned mesh renderer bone cache when mesh changes (because of gender or race)
Disabled pool.players by default again (more testing)
Only wooden boxes and large wooden boxes are pooled, not all entities that inherit from StorageContainer
Eliminated hasEntityMenu computation from ClientInit (slow)
Disabled entity pooling on furnaces + campfires for now (VFX stuck)
Enabled entity and player pooling by default on 64bit systems
ItemIcon NRE fix (for real)
Clear LOD group when clearing player mesh (should fix duplicate LOD group warning with player pooling enabled)
Fixed onInventoryChanged event being called every time a shot is fired
Merge from player_pooling (disabled by default)
Fixed onInventoryChanged event being called for every player
Replaced BasePlayer.LocalPlayer with LocalPlayer.Entity
Replaced GlobalMessages.onInventoryChanged.Call with LocalPlayer.OnInventoryChanged
Only initialize door animators if required when leaving the pool
Entity destruction priority fix
Fixed server duplicate key exception
Building block skin pooling is also load balanced
Building entities have higher destruction priority than other entities during deferred destruction