10,832 Commits over 3,867 Days - 0.12cph!
Clamp graphics.af between 1 and 16
Collider batches cache their member's bounds, use them for closest point checks (fixes stability issue)
Added Vis class for spatial entity, collider and component queries
Added PoolAllocator (only supports lists for now)
Added deploy volume that uses the entity bounds for its placement check
Added line of sight, closest point, distance and squared distance getters to BaseEntity (OBB-based)
Added shaderwarmup convar (run with -shaderwarmup 0 to disable it)
Renamed warmupmode convar to assetwarmup (now only affects asset warmup, not shader warmup)
Fixed LitSmokeEmissiveFlame shader compile error on OSX
Added out-of-memory tag to remote logging (to identify issues that follow OOM)
Fixed gUserMinAniso < 1 occurences
Added socket back to survey_crater_oil (cc Scott, I think)
Fixed mushroom / hemp pickup effect having pebble particles
Fixed performance tracking prefab not being spawned in the editor
Fixed some decal projection distances
Rust.Application.isLoading is true when the map is loading
Rust.Application.isLoadingSave is true whenever a save is loading
Metal and stone barricades can no longer easily be destroyed with arrows
Fixed deploy volumes of all external walls being far too small
Process all deferred actions in FinishedLoadingRoutine
Temp metal bullet decal Z fighting fix
Fixed ArgumentOutOfRangeException in BaseProjectile
Added some more tags to remote logging
Added 4 missing bush prefabs to the asset gallery and tweaked their LOD distances
Unfucked bullet particle effects
TreeMesh warns if STM file is referenced directly
Replaced Hollywood-Juniper-1 STM reference with prefab reference
Added 4 missing bush prefabs (cc Petur)
Bushes add prefabs to terrain, not STM files
Only editor-refresh deferred decals if not in play mode
Mesh batching verbosity has 2 modes
Airdrops avoid powerlines
Fixed SoundDefinition NRE
Made GraphicRaycaster toggling less hacky
Temp fix for footstep spam on 5.2.0
Disable GraphicRaycaster components when the cursor is locked (saves 1-2ms when no menu is open)
LOD distance calculation is per-object
Don't batch door colliders
Fixed certain parameters not refreshing when doing decor / grass refresh in the editor play mode
Retired DecalPlace, made everything more artist-friendly
Cleaning up the various asset warmup experiments (warmupmode=1 is default, 2 loads asynchronously while in the main menu)
Renamed warmup convar to warmupmode
Added warmup console command
Added warmup implementation to editor file system