10,834 Commits over 3,867 Days - 0.12cph!
Removed tree component from a bunch of clutter prefabs
Removed tree component from all trees (appears to be slow as fuck)
Adjusted grass LODing (less upscaling on lower LODs)
Added NoShadows benchmark
Removed some unused garbage
Removed legacy fog modes from all release scenes & shader stripping
Stripped legacy fog from procmap benchmark scene (perf experiment)
Some scattering and fog fixes
Touched water shaders
Added fog benchmark
Removed fog from rain benchmark
Fixed NoAmbience benchmark using rain weather settings
Forced ambience convar setting in benchmarks
Fixed that the door animation was stopped one frame too early (RUST-559)
Fixed regression that sometimes skipped entity linking when placing building blocks
Some door code cleanup to narrow down RUST-559 & RUST-793
Entities send network update if their slot is set on the server (fixes some weird situations, mostly regarding doors & locks)
Re-added ambience & warmup benchmarks
Fixed another UpdateLookingAt performance issue (RUST-653)
Hit tests can specify whether or not multiple hits on the same skinned mesh collider should be returned
Restart calls quit after timer reaches zero (to guarantee consistent behaviour)
Merged ambience & warmup benchmarks to main
Added warmup test to procmap benchmark (tests if performance is worse until pools are filled)
perf 6 displays async task status
Building block despawn optimization (when leaving network groups)
Fixed missing icons on small furnace
Don't defer player model instantiation (RUST-819, RUST-825)
Fixed memory leak / performance drop-off in ParticleEmitFromParentObject
Ambience quality levels + benchmark
Fixed BasePlayer.OnSignal being able to NRE (which disconnects players)
Chat message objects are pooled (less GC)
Fixed potential chat message overflow
Fixed health bars on animals not appearing (RUST-814)
Added GetDepth to TerrainWaterMap for Helk
Fixed building block health not showing
Player self interaction menu baseline
C4 can no longer stick to other C4
Projectiles change path when penetrating objects (projectile refraction)
BasePlayer.ClientInit uses load balancing for mesh creation and prefab instantiation
Fixed regression on RUST-793
Fixed some deployables being placeable at extreme angles
Fixed BasePlayer.UpdateLookingAt performance issues in certain situations
Decor components only apply scale adjustments to client entities since pos and rot are networked (RUST-771)
Use a tiny radius when doing the interaction point line of sight check (RUST-784)
BoneFollower also checks parents of parents when determining enabled state (RUST-794)
BoneFollower is also enabled if parents are animating (RUST-793)
Fixed deployment of boxes on shelves being annoying
Removed LODGrid.Register
LOD grid verifies LOD distances against the max grid refresh distance
Tree and mesh qualities once again affect culling distance (RUST-787)