10,834 Commits over 3,867 Days - 0.12cph!
StabilityEntity protobuf stores distance from ground
StabilityEntity protobuf stability value is optional (backward compatibility)
StabilityEntity saves and loads cached stability value
SphereEntity protobuf reference
Added RUST-462
Fixed RUST-471 (presumably)
Disabled projectile penetration on players (for better damage predictability, related to 12922)
Fixed issue that could force LOD0 to always be visible
Dummy LODBatch script (to fix warnings without messing with Vince's changes)
Fixed error spam on connect
Compile fixes (CLIENT / SERVER)
Automatic batch splitting when vertex count limit is reached
MeshCull plays nice with batching
Batched mesh readonly fix
Skip LODs that use multiple submeshes (for now)
Include mesh upload time in load balancing considerations
Scripts can declare that they handle batching (IBatchingHandler)
Retired LODBatch (use RendererBatch)
Generic deployable prefabs
Building deployable prefabs
SpeedTree parameter updates for 5.3
Fixed rare issue where GameTrace would incorrectly ignore a hit on a static concave mesh
Fixed test cave messing up CraggyIsland
Got rid of server hierarchy group (messes up some DontDestroyOnLoad stuff)
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Fix for roadside decor sometimes spawning too close to each other
Removed Xmas event from default event schedule
Reorganized event schedule (now prefab based)
Rain forces more fog and clouds
Rain tends to be more intense when it happens
Atmosphere fog reduces view distance more intensely
Don't spawn grass on the cliffside topology
Fix for occasional floaty decor objects
Removing legacy water shaders, see if that works
Added OpenGLCore to Windows build settings (for asset bundles on the build server)
Sleeping bag exploit fixes
Merge from procgen11.1
Network++
Save++
Splat adjustment of roads and rivers also use editor padding / fade parameters